Ahglock said:Basically they are professional writers they should spend the time to make the flavor text of an ability fit its at will, per encounter, or per day usage.
That would be my favourite solution too. Describe the power in such a way that the rule restrictions are obvious/feel natural/do not need to be memorized. And, if you cannot do it, then change the rule.
That's actually another version of the rule/fluff problem: which one should come first and then be translated into the other? In previous editions, my gut feeling is that they wrote rules to formalize the fluff. One of the stated changes in 4E design was that it now went both ways: some nice rules were translated into fluff, and vice-versa. If the fluff is interesting but does not yield an interesting rule, the fluff is modified (this can be applied to several changes introduced in 4E I think). Similarly, if a rule is good/interesting but can't be translated into satisfying fluff, it should be reworked/removed in my opinion.
A monk using some mystical power called "chi" which is available in limited amount is good enough for me to accept the stunning blow power/integrate it in my "imaginary world".
so I just ignored it but in 4E these things are everywhere one can't just ignore them.
That is, actually, my worst fear about 4th edition: that the 4E system is so pervaded with rule elements that do not translate easily into my "imaginary world" that it becomes impossible to just house-rule them all. The previews make me think it might be the case ... but I guess I'll only know for sure in June though.