Let's talk about "plot", "story", and "play to find out."

I had a lot of fun with 4e. For most of it I played a fighter with Come and Get It, which I thought was a fantastic power both thematically and in actual play. Whenever I used it, I came up with an in-character rationale for why the enemies were briefly drawn to me. I remember once CAGI'ing some dark elves because I had struck their priest, CAGI'ing some monsters I can't remember by playing possum, CAGI'ing some dire wolves by using my primal barbarian (multiclass) instincts to howl a challenge, and CAGI'ing some sword wraiths by unveiling my sword that hates undead and does extra damage to them.

There were also a couple of times where I couldn't think of a fun explanation, so I didn't use the power. But most of the time it was a creative challenge to come up with a satisfying (not forced) explanation and I was able to do it.

As I say, this is often a PICNIC issue (problem in chair not in computer)

Those certainly are creative, and I get that this can be fun to some people. But this is also the sort of thing I want to avoid. This not a character having a diegetic ability that does something in the fiction, this is the player using a plot coupon and inventing fiction to explain mechanic. It is very mechanics first.

I think this is a sort of thing that is super divisive. Some people like it, some people hate it. There is no right or wrong answer, but this is one of those major faultlines a game designer should be aware of.
 

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I had a lot of fun with 4e. For most of it I played a fighter with Come and Get It, which I thought was a fantastic power both thematically and in actual play. Whenever I used it, I came up with an in-character rationale for why the enemies were briefly drawn to me. I remember once CAGI'ing some dark elves because I had struck their priest, CAGI'ing some monsters I can't remember by playing possum, CAGI'ing some dire wolves by using my primal barbarian (multiclass) instincts to howl a challenge, and CAGI'ing some sword wraiths by unveiling my sword that hates undead and does extra damage to them.

There were also a couple of times where I couldn't think of a fun explanation, so I didn't use the power. But most of the time it was a creative challenge to come up with a satisfying (not forced) explanation and I was able to do it.
The fighter in my game was mostly using a polearm, and was based around reach, forced movement, and multi-/area attacks - so Come and Get It was just of a piece with his Passing Attack, Footwork Lure, etc - he was constantly in motion, wrong-footing his opponents, etc.

CaGI didn't raise any special issues in relation to the fiction. (Also: we never adopted the errata on CaGI. My view is that it was silly.)
 



Those certainly are creative, and I get that this sort of a thing can be fun to some people. But this is also the sort of thing I want to avoid. This not a character having a diegetic ability that does something in the fiction, this is the player using a plot coupon and inventing fiction to explain mechanic. It is very mechanics first.

I think this is a sort of thing that is super divisive. some people like it, some people hate it. There is no right or wrong answer, but this is one of those major faultlines a game designer should be aware of.
I would also add that making light of other people's fun (or not fun) isn't a great take. Everyone's experience is valid.
 

Those certainly are creative, and I get that this sort of a thing can be fun to some people. But this is also the sort of thing I want to avoid. This not a character having a diegetic ability that does something in the fiction, this is the player using a plot coupon and inventing fiction to explain mechanic. It is very mechanics first.

I'm sure neither of us want to re-litigate the Come and Get It wars of 2008-2010, so let's move on soon, but you could argue that the character does have a diegetic ability inside the fiction - they know how to manipulate opponents so they approach them in battle. The form that manipulation takes varies by situation, but that's part of the ability - knowing what to do to sell it in any given fight.

I think this is a sort of thing that is super divisive. some people like it, some people hate it. There is no right or wrong answer, but this is one of those major faultlines a game designer should be aware of.

Sure
 


But I've never had a similar experience of gonzo fantasy action in another FRPG. From using cold magic to freeze puddles into ice (Icy Terrain), to blasting demons through upper-storey walls into the street below (Thunder Wave), to pursuing goblin archers and cutting them down before they can escape down a secret hatch (Mighty Sprint + Come and Get It).

I know you're probably quite content with the games you have right now, but you should give Draw Steel! a look sometime. It dials some of this stuff up an extra notch, while I think doing an even better job of fusing Mechanics + Naming to create some of the most inherently fictionally exciting actions I've seen out of a crunchy RPG. One of my personal favorite examples is this ability from the Werewolf, the moment I read the name + took in the mechanics I saw the scene play out:

Screenshot 2026-02-07 at 5.54.14 PM.png
 

I really don't think so. They specifically leaned the game towards a particular playstyle and thus, away from other playstyles. Therefore, fans of those other playstyles may feel less included. This is practically Newtonian to my mind.
I think that is a fair take. But, it is a "somewhat of a leap" to:
And by doing so telling everyone who didn't play that way that they were less welcome than before, yes
I get the logical step, but it is a bit much to say that it went that far.
 


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