And this is where we disagree. You can claim, "I'm climbing the wall" all you like. You can claim exactly how you want to climb that wall - quickly, carefully, dancing, whatever.
But, until you roll that climb check, you're standing at the bottom of the wall doing nothing. Nothing actually happens in the game world until you roll. And that roll defines what happens. You can narrate it, again, however you wish. If you succeed on the climb check, you move a certain distance.
Yup. We totally disagree on this.

As far as I'm concerned, what you say happens, until we have a contention at the table.
I walk over to the captain. Happens.
I walk over to the captain. No wait, I grab your arm and say, "Hold on a sec." Someone has contended. Therefore, the action doesn't happen at this point.
UNLESS. The walking person contends with THAT action.
No way, I dodge his arm and continue walking.
Ok. NOW we need mechanics. Now we need dice. You've started walking and he's started trying to grab your arm to stop you. Let's find out what happens.
By your rules, he can't start grabbing my arm until he rolls dice, but why would he need to roll dice unless I'm stopping him (or attempting to stop him)??? Doesn't make any sense unless you roll dice for every. single. action. in the game.
At least you don't do anything that is mechanically determined. If an action is not mechanically determined, you can narrate however you see fit and you do that action. But, as soon as an action is determined by mechanics, you don't even start until you roll.
And this is my point. What actions are determined by the mechanics? None unless someone disagrees with the outcome. If I say, "I kill the kobold" and everyone else at the table says, "Yup. You do." Then there's no action there that needs to be determined by any mechanics. You just do it.
And this is true in most (sorry, mispoke the first time) RPG's. It's always been true in D&D.
No. It's not. It's not true in
any RPG.
Let's break down your narrative for a second:
- I run up to the orc - not mechanically determined - although distance is, there are no checks for running up to the orc. But, what happens if there is a pit trap in front of the orc? Now your narrative contradicts events in the game?
There could be checks for running up to the orc. It depends on... the fiction.
"I run up to the orc"
Fiction
"Well, there's a pit trap..."
Fiction
"Ok, as I get close to the pit trap I leap over it..."
Fiction
"Ok, move your mini up to the edge of the pit trap and give me an athletics check."
Mechanics
"Ok, I got a 7."
Mechanics
"Yeah, that fails."
Mechanics
"As you leap over the pit trap you make it just to the other side, but you can tell instantly, you're too short. You land hitting hard against the other side, but try as you might to grasp onto something you fall into the pit. Falling, you see spikes at the bottom... they look coated in some kind of sticky substance."
Fiction
"The trap gets to make an attack now. It got a 22 vs. your Reflex. I take it that's a hit?"
Mechanics
"As you hit the bottom of the pit, a spike also punctures your left arm and you feel the sticky substance seeping into the wound."
Fiction
"You take 10 damage and 5 ongoing poison."
Mechanic
It's pretty simple to see here.
The mechanics resolve the fiction.
I can't believe I'm having to explain this. How can you possible know what to roll if you don't know what the fiction is?
"Roll an Athletics check."
"What? Why?"
"To see if you fall in or not."
"What? I haven't done anything."
"Well, you're going to jump over it right?"
"But, I haven't tried that."
"Oh. Well, what do you want to do?"
"I uh... jump over the pit."
"Ok. Roll for Athletics."
"To see if I jump?"
"Uh... No. I guess not. To see if you make it. You're already jumping."
- and slam my shield into him trying to push him back. - This IS mechanically determined though. Again, what happens if you miss? Your narrative is wrong again - you didn't slam your shield into him.
No. It's not mechanical. Me slamming my shield isn't mechanical. It's fictional. It just so happens I have a "power" that allows me to resolve that.
But, what if I didn't? Can I not do that action fictionally? Of course not!
This is why the description (fiction) is so important. I slam my shield into the orc and try to push him back.
Well, do you have a power?
No.
Ok. Lemme pull up page 42!
You keep adding and dropping "I try" into the sentences as needed. The narrative you came up with is entirely dependent on the mechanics. If something prevents your movement, your narrative fails. If you miss, your narrative fails.
No it doesn't. "I swing my sword at him..."
I'm not rolling dice to see if I swing my sword. I'm rolling dice to see how effective I swing my sword.
If I were rolling dice to see if I could swing my sword, it'd go like this:
I swing my sword!
No, you don't. Roll dice.
Ok! I got a 21!
Ok, now you swing your sword!
Cool! What happens?
I don't know.
And you, the player have ZERO control over any of that.
Over whether I swing my sword? Of course I do.
If I say nothing other than, "I move here and use tide of iron to Push 1", it's exactly the same. Sure, your description is more interesting, but, from a game perspective, nothing changes.
It changes if I don't have Iron Tide.
The in game narrative is determined by the mechanics, not the other way around. The narrative is determined AFTER the fact, not before. You can claim intentions until the cows come home, but, until the dice are rolled, the in-game narrative is in a cloud of mechanics that don't resolve until the mechanics tell you how they are resolved.
Unless I don't have that power right? As a player, I say:
"I want to run up to the orc and thrash at him with my axe hoping to scare him away from Jim the Wizard!"
Tell, me. How do you adjudicate that?
No. Really.
What do you say to that player?
Being fluffy and flavourful is good role-playing. Totally agree. But, not being fluffy and flavourful is not bad role-playing. It makes zero difference to the game.
I'm not talking about being "fluffy" and "flavorful". I'm talking about describing fictional events.
"I swing my sword at him..." is fictional. And, in most cases it works. We know what weapon you're using, we know what attack you're using (in 4E, it'd be Melee basic attack).
The mechanics then help us resolve how effective (do I hit?) the attack is.
Just like role playing in Monopoly. The only things I could actually, really narrative before resolution is whether or not a buy a property or choose to build a hotel, because that's the only action in Monopoly that is not mechanically determined. Everything else occurs after mechanical resolution.
Just like any mechanically determined event in most RPG's.
This is so out of sync with what I think makes a roleplaying game and experience, I have no clue how to respond. I'm just flabbergasted that people would consider this roleplaying.
I can't do anything except what's mechanically present? That's not roleplaying. That's a board game. And, that's my point. Putting "fluff" or "flavor" on it, as you put it, does
not make it a roleplaying game.
We can't agree on that, so talking about roleplaying games (4E) is a meaningless discussion. This is the crux of this argument.