No offense, but that's not the definition of a role playing game. As long as you are still playing a character in a world that has some rules, you are still role playing. This world just has slightly different rules than the "real world".
Oh god, wherein he tries to define "roleplaying game"... Gimme a break. I can "roleplay" my banker in Monopoly. Does that mean Monopoly is a roleplaying game? It has some rules and I'm playing a character...
No. Absolutely not.
The roleplaying comes in when my fictional actions and choices have a direct impact on the game. This is why it's important for the mechanics to support the fiction.
What it comes down to for me is that we are still playing a game to have fun. If not being able to use your powers against an enemy is no fun, then "realism" takes a back seat to fun. It's not that I don't consider "fiction", it's that it always takes a back seat to game balance and to the fun of the players.
First of all, I never once mentioned realism as the stated goal. Never. Plausibility? Yes. Realism? No.
However, my main concern is the fiction. As I just discussed, without that fiction carrying my character and my choices, we're playing a board game and "roleplaying" is just us masturbating with our voices.
Any time realism becomes the primary motivator in a game you end up with a situation where one player gets favored over another. Often this favoritism leans towards spellcasters over non-spell casters.
Like I said... We're not talking about realism. We're talking about fiction. Pay attention.
But, you're assuming spellcasters are more elite in the fiction. This isn't necessarily true.
Take, for instance, 2 at-will powers: One arcane, One martial. They both do some poison damage. You are attacking a Fire Elemental. They have no veins, they are made of fire. They aren't immune to poison in 4e. The DM asks each character: "How exactly do you poison a Fire Elemental?"
The Wizard replies with "I modify the casting of the spell slightly as I'm casting it so that the substance I shoot at the Elemental acts the same as a poison would for a human. I'm really good at Arcana and would know how to modify my spells on the fly and I'd also know what hurts Elementals."
The Rogue replies with "Umm...I don't know. I just stab it with my poisoned dagger the same way I do all other creatures."
And the DM allows the Wizard to use his powers and reduces the Rogue's powers to quite a few less than he normally has, making it less fun to play.
Really? That sounds fun as hell to me. All of sudden, we're immersed in the fiction because of one simple question. I'm imagining the Wizard modifying his spell and recalling his lore of elementals.
If the Rogue had justified it in the fiction, "As I strike at the elemental, I make sure to place my blade in the ember that rests at it's heart so that my poison strikes at it's weakest location..."
Wow... All of a sudden I'm IMAGINING this fiction take place. And it sounds




ing awesome.
This... compared to...
Wizard: I use Poison Missile at-will.
DM: Sweet. It's an elemental though. How do you do that?
Wizard: Well, I just cast it.
DM: Oh, cool. Well, roll to hit. Roll for damage.
DM: Rogue, you're up.
Rogue: Sweet. I use Poison Strike at-will.
DM: Oh, uh, sure. Roll to hit. Roll for damage.
...
Nah... I'd rather hear...
Wizard: I use Poison Missile at-will.
DM: Sweet. It's an elemental though, how do you do that?
Wizard: I modify the casting of the spell slightly as I'm casting it so that the substance I shoot at the Elemental acts the same as a poison would for a human. I'm really good at Arcana and would know how to modify my spells on the fly and I'd also know what hurts Elementals.
Oh yeah!
This either has the side effect of causing players to all decide to play spell casters or to suffer.
Not at all. See my example above.
It resulted in situations where a Rogue could do nearly 0 damage for an entire session due to choice of monsters while the Cleric suddenly became the most powerful member in the group. I had a player quit simply because he was tired of his character doing nothing when we were adventuring in an ancient dungeon where there was nothing alive in it.
Not at all. Rogues can deal damage to undead. There's nothing saying they can't. They just need to justify it in the fiction, same as the Wizard or Cleric.
I use Magic Missile. "Sweet, what happens?" "How does that work?" "How do you do that?"
It's exactly BECAUSE 3.5 "relied on the fiction" that everything it didn't say was so glaring. If one particular monster wasn't immune to grappling but it was immune to a list of 10 other things, you have to assume that there's a reason it isn't immune to grappling or it would have been listed there.
Being immune to something and having characters justify it in fiction are two entirely different things.
For example, in the example above, the Rogue decides to strike at this tiny little ember floating in the center of the fire elemental, it's the magical beast's heart. We've already established the rogue can use the poison on it (because she justified it in the fiction), but if the elemental has Immunity to Poison, well, the DM just JUSTIFIES that in the fiction.
"When your poison blade strikes at the elemental's ember heart, your blade flares and the poison is burned away. You realize, no poison will simply be able to pass through the heat of the elemental to reach its heart."
Poison. Immunity.
This, versus, "Sorry. It's immune. You deal no poison damage."
Well... Why is it immune? How is it immune? Same thing.
I, and the people I played with, adhered to the rules just as closely in 3.5e. It's just that the rules in 3.5e were much more arbitrary(or "realistic" depending on your point of view).
Sigh... Again. We're not talking about realism. I play my games in a very cinematic manner. A rogue striking the ember heart of a flame elemental? Oh yeah.
Nowadays, it's just easier to say "Everyone's powers should work unless the rules say otherwise."
Yeah. I'm of the school that says, "Everyone's powers work if you can justify it in the fiction."
I don't care whether the grappler fighter is grabbing some of the insects and the others refuse to leave their brethren, he's being so threatening that the insects feel compelled to stay nearby him(perhaps he put his arm in the middle of them and they are now crawling all over his body), he swings he sword so hard that it creates a vacuum that sucks the insects in, or any other explanation you can come up with.
If you can justify it in the fiction. Yes. The example given earlier of someone using their shield to hold down a swarm of lizards or whatever is a good one.
To me, the explanation isn't really important.
And, this is sad to me. We're playing the game for the explanation. For the fiction. We're not playing Monopoly or D&D Minis.
I want to get the round of combat over with so we can get to the next one...as quickly as possible so we can get back to the role playing part of the game.
So... Why play combat at all? Just skip it. "You guys win. Good job. Now... back to roleplaying..."
And I want that round of combat not to end with one of the players saying "I guess I don't do anything, since half my powers grab and the other half can only target grabbed creatures"
My advice to that player: "Use your imagination. This is D&D. Not, Monopoly."