James Gasik
We don't talk about Pun-Pun
Blasts of force don't usually move people around. See magic missile for details. And that's just one definition of repelling, it could just as easily be "be repulsive or distasteful to", implying that some sort of hellish energy is literally scaring people away!Because it's a blast of force with a specific strength ? Rather than forcing characters, as a reflex to something hideous, to run precisely back 15 feet ? Because it's actually a blast, not, bizarrely, a creature showing her face in just one direction and creating that strong effect and then what, hiding it until it "recharges" ? And eliciting the same bizarre effect once more ?
And again, I'm not saying that 5e is perfect, there are probably a few effects which were created for pure technical value, but as far as I can see, it's a minority, whereas when I look at 4e, it's exactly the other way around. Some powers make sense, most are just bizarre names strapped on technical abilities that push figurines from one square to the next, without much description.
Normally, such an effect would say something like, "as their reaction, the target moves half their speed directly away from the Warlock", but it doesn't have to. Most abilities in 5e don't really pause to explain how they work (going back to my example with Maneuvering Attack, which somehow grants my ally the ability to move additional speed when it's not their turn).
I could pull more examples, but somehow this works for you. I don't have a problem with that, really, maybe it's something to do with the presentation, but the fact is, most game effects, in 5e or any other game, have a reliance on things that don't really make sense. Like how being "super angry" makes me resistant to laser beams and death rays as a Barbarian. Or Resistance itself- a trait that makes me take less damage when hit points aren't actually damage in the first place, and the ability to avoid damage is already modelled with AC.
Or how a Rogue's Evasion allows one to "nimbly dodge out of the way of" area effects without actually granting them the ability to move out of their effect, something already modelled with existing Reflex saves, but somehow the Rogue is just better at this because.....why again?
So saying "well, an aura that just makes me lose 5 hit points for being next to someone makes no sense" but Hunger of Hadar is fine saying you take 2d6 cold for being next to it because you open a gateway to outer space seems odd to me.
Especially since that's not how outer space is apparently going to work in the new Spelljammer setting.