Nemesis Destiny
Adventurer
I agree with this post.I tend to agree with this. And unfortunately I don't think there's a way to write a prose-founded spell description(as opposed to the more clinical 4e writups*) without being forced to use a singular interpretation of the spell. You either take a singular fiction and run with it(which is fine in certain regards), or your remove the fiction entirely(or dilute it to the point of irrelevance).
*There was good prose to 4e powers, aside from the names, many of them had very evocative fluff, but they were clearly secondary, stemming from 4e's duplication of the MTG spell card design style.....which being an avid MTG player, appealed to me greatly, and it's got a pretty hefty amount of flavor and fluff to it, it's all just secondary and optional. I completely understand that some people want the fluff to be mandatory and primary to D&D.
I just have to ask those people: whose fluff are we going with, there's quite a bit. If we must have primary and mandatory fluff, I want it to be specific. Generalized fluff is worse than clinical fluff-less-ness, at least with a clinical mathematics you can add anything. Generic fluff is so boring it IMO, makes it more difficult to be creative with it, since you're not working from nothing and creating your own, you're working from a foundation so poor you almost have to eliminate it to get creative.
I don't want to see specific fluff in Next, especially if it's mandatory as written, with the rules elements baked into the flavour. I personally really dislike the prose-style rules elements, and prefer a stat-block that I can rename, and reflavour. I enjoy the creative exercise, and I think it's one of the things about 4e's design that really jumped out at me. It really helped with class flexibility.
The big problem I have with prose-rules, is that sometimes they're clear, sometimes they're not, and unless you love it the way it's written, they always get in the way of player or DM creativity. I like some of the prose itself (though it'd be better if they got the MtG team to write it), but I'd prefer it to be separate from the mechanical effects, yet supportive of the thematic elements and completely open to reflavouring. I recognize this is a highly contentious viewpoint and pretty much one of the defining characteristics of the 3.x vs 4e divide, so not likely going to happen in 5e.