I think magic mimics some sort of in-world physics or reality and not this meta, player driven "fiat." Explosions and spells that explode have a certain amount of in game physics that can be simulated by different rules. They're just different rules than what simulate a weapon swing. You've claimed upthread that grenades and spells are these special "fiat" cases, but I have not been convinced by any means. These different effects have different rules to simulate them. Not perfect but better than attack rolls. Why do you think rules for explosions were created if not to simulate something?
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I think the reason a fireball works how it does is thatit was more "how does a guy avoid something that is attacking all the space around him, not him in particular" Armor might mitigate damage, but it gets so hot that a guy is going to be hurt anyways.
A fireball creates an explosion that does 6d6 damage, half on a failed save. That's a mininimum 3 hp of damage to any target caught in it, and on an average roll a minimum of 10 hp of damage.
In the bestiary a human commoner has 4 hp, a goblin 3 hp and a kobold 2 hp. These NPCs cannot survive being caught in a typical fireball. Even human warriors, hobgoblins and orcs (with 11 hp each) are going to be auto-killed by many fireballs (or rendered auto-unconscious, depending on whether or not the GM is doing "What most DMs do" per p 23 of "How to Play").
When you say this is "simulating an explosion", what does that mean? Why not just have the caster roll an attack vs every target, just as 4e does it? That would "simulate an explosion" to the same degree of adequacy - and if you think the attack is particulary dangerous, give a bonus to hit! If you think armour won't help, attack touch AC.
The actual origin of the saving throw rules I don't know without my books in front of me, but I wouldn't be surprised if it goes back to Chainmail, and helps me keep more of my figures alive if those within the targeted AoE make their save.
The idea in their creation was to imbue meta "fiat abilities"? Sorry, I just don't buy that.
I wasn't talking about design intent so much as design consequence. Whatever was intended, as a matter of fact some players have access to these fiat abilities. They can change the fictional state of their enemies - in many cases render them dead - simply by declaring an action.
The play of the game then reflects the presence of that sort of ability - for instance in classic D&D, where the Sleep spell is a fiat ability of this sort, we see it gives the MU the role (in low level play) of being the "save the party from swarm of goblins" guy. I imagine that Sleep plays a bit like that in Next too, given it has no save. Auto-damage gives the player of the great weapon fighter the opportunity to fill a niche of that sort.
In the end these are all just mechanical conventions. In 3E, for instance, Sleep grants a saving throw. In pre-Essentials 4e, Magic Missile required an attack roll. In many RPGs, including 4e, AoEs are resolved using attack rolls rather than classic D&D's "saving throw" convention. We can change the conventions without dramatically changing the underlying fiction of the magic - does anyone really feel that 3E was a dramatic departure, in fantasy fiction, from AD&D (or Next) just because Sleep granted a saving throw? Would it be a dramatic change to the
fiction of Ice Storm (as opposed to its mechanics) to require a to hit roll (perhaps vs some sort of non-AC based defence) in order to deal damage (say like the 4e spell Icy Terrain)?
What the fiat abilities contribute to, in my view, is not the fiction of the magic but the fiction of the
character - they make him/her implacable in a certain sense. The player can, via his/her PC, impose his/her will upon the fiction. This is what is appealing to me about an auto-damage ability. It lets a player play a comparably implacable warrior.
"I've seen the term "fiat" thrown around so much I've lost a lot of what it's supposed to mean other than "because I say so."
That
is its meaning. The player of a wizard can kill any goblin within the fireball, or send to sleep any of that group of kobolds,
because s/he says so, even though - within the fiction - we know that people can survive explosions and resist mind magic.
"Being apt to be relentless" is not a good reason to to install these "fiat" abilities.
Well, that's your view. No doubt a sincere one. I'm not here to persuade you to change your mind. I'm here only to make the point that other people have a coherent reason for liking the ability.
If it means "I can dictate whatever I want within the mechanical framework of the rules" then fine, I have no problem with it.
But if it means "I don't really have to worry about creating coherent or mechanically consistent rules" I have more issue.
Well, great weapon fighting
is part of the rules. And coherent, as I've explained. And serving a purpose, as I've explained. I get that you don't like it. I'm puzzled, though, why you think it's absurd or incoherent for someone to enjoy different things in an RPG from what you enjoy.