pawsplay said:
I want it to look like something out of a game where flavor and mechanics support each other, so unfortunately, you are not correct.
So if I want to say that a hit from his Triple Flail "tears the flesh away from your bones, saps your strength, and the unholy magics leave you unable to move" I'm wrong? I can't do that? That's not what happened because it didn't spell it out for me in the stat block?
Or if I say that, when the flail hits, steel snakes writhe out of it and attach you to the ground, ripping and tearing at your flesh, I can't do that?
And if I choose to describe it that way, and the hit PC does a Stunt - let's say that he uses Acrobatics "to slip free of them", I can make that happen too! Hell, I could see a player saying, "Bah, I push on through them, they can't hold me" and I say, "Okay, make a Str check as a Move action, failure you take 15 damage (the aftereffect), success you move your normal speed."
(There's some kind of... "currency" going on in 4e that has to do with checks, attacks, and actions. What I mean is that you can do a lot of stuff with a standard action, and there's some kind of mechanical logic on how you resolve it, but it's obscure, behind the scenes. I think it's something like Powers are pre-defined "stunts" that are a little better than regular "stunts" in most cases.)
pawsplay said:
I don't feel I should have to supply the awesome. If I have to redesign and "skin" D&D just to play it, there are a ton of games out there that offer more for less effort.
And on the other hand, I don't want the rules to restrain my creativity - of what happens moment-to-moment in the game - beyond a certain point. "the target is immobilized (save ends)" is all I want to hear, not a hard-coded "this is exactly what happened."