eamon
Explorer
Your abstraction doesn't clarify things - quite the contrary. If you believe the argument I made - namely that your claim to be able to grab a swarm by means of moving the swarm back into its square when it attempts to leave implies that you can force it to move with what is a single target (melee) attack - doesn't make sense, feel free to address the argument, not some made-up combination of A's and B's which serves no purpose other than to obscure common sense behind meaningless abstraction.Obviously it doesn't make sense to use the same technique on a swarm of bees as it does... say... a terrasque. But let's reduce that logic to its bare components:
I am using technique A to describe when I use effect B on creature C.
Technique A works to describe effect B on creature C.
There exists a creature D that Technique A does not work on, therefore
therefore
Technique A does not make sense as a description of effect B.
That is your logic, broken down into its components. Now... let's use the same argument form and other valid premises:
In doing so, you seem to have missed the key element of my complaint entirely, being that abstractions risk dissociation from the underlying fluff, and doing so while explicitly ignoring the fluff in favor of the rule undermines the essence of D&D which is (to me) it's story and fluff.
You do see the irony of trying to convince me that the abstraction is appropriate by means of another abstraction that's even further dissociated from the in-game world?
Details matter; a melee strike through a swarm might conceivably hit many creatures, more than the handful a grab might hold - and even were the quantity the same, it then makes sense that hitting a few creatures reduces the swarm's size (thus damaging it) whereas holding and perhaps crushing creatures in a grab doesn't immobilize the rest of the swarm, but rather (at best) merely damages the swarm to the extent that missing those members matters. Admittedly, I find melee attacks vs. swarms tricky - which is why I'm happy to note that there is a compromise in that aspect; swarms take half-damage from melee attacks. As far as I'm concerned, a reasonable compromise would be if swarms were immune to all non-damaging effects from melee and ranged attacks.The point is... the moment you're dealing with a swarm, the most basic effects, such as a normal melee basic attack, require some form of comprimise in order for them to work in terms of the fiction of the game. If you can't accept that you can grab a swarm, then you can't attack a swarm either with non-area/close effects by the same logic.
There's no question about it: how I apply "what makes sense" is arbitrary in the sense that it's not some quantifiable optimum. It's a judgement call that is a required part of game-design. Such arbitrary judgement calls are evidently present in 4e - such as the fact that swarms are immune to forced movement by melee and ranged attacks.Your 'this doesn't make sense' is a legitimate concern, but how you apply it is arbitrary at best. It has nothing to do with what makes sense, it has to do with a stubborn refusal to acknowledge that swarms require allowances at its most basic level. Grabs are no exception to that... and if you can make allowances for stabbing to mean something different for a swarm, then you have no reason not to give the same consideration for grabbing.
I'm saying that the judgement the current rules represent is ill-chosen, and that the motivation to "explain away" the inconsistencies caused by such poor choices by selectively applying in-game logic causes the in-game consistency to suffer and is thus the wrong solution. The right solution is to actually fix the problem as best as you can, rather than to unintentionally undermine the game by introducing yet more inconsistencies.
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