Gradine
🏳️⚧️ (she/her) 🇵🇸
(There are concepts i don´t like for what its worth:
blinding barrage with a crossbow, or come and get it are bad powers (although bud spencer does come and get it in many of his movies)
I however regard those kind of powers as an early design mistake...
A simple str vs will attack and a followup of str vs AC would easily fix come and get it for for me, and blinding barrage just needs crossbow erased)
edit: And don´t assume we are only playing the mechanics and not the imagination... you have never been at my table and i don´t want to imagine how much time your player characters spend in hospital...)
But, as has been pointed out, every player is given creative narrative control over how their powers work out. You yourself give an example of how Come and Get It actually works within a narrative structure. Should it allow the enemy a chance to save or require an attack roll against Will? Conceptually? Yeah. Balance-wise, maybe not so much.
I also knew one Rogue with a crossbow and Blinding Barrage who used to travel with an Artificer; he described the power as loading the bow with a special bolt that split into many smaller parts in midair, kind of like a Macross Missile. That kind of explanation isn't going to work for every rogue in every campaign, but it worked for us. I could also see a technique I'll affectionately refer to as the 40-Year-Old-Virgin, wherein you attach a small, punctured bag of sand to a bolt, having it spray sand in your foes' eyes as it lands. It might seem ludicrous to have enemies take damage from sand in the face, but we're already playing the "HP are completely abstract game", so why not? A creature drops? Well, that's the one the bolt hit. More than one drop? They were actually already knocked out from that last hit, they just were staggering around a second or two before finally falling down. It's better for the verisimilitude than saying "I load and fire 9 bolts in 6 seconds", and you're not limiting options to already fairly limited crossbow rogue.
4e is the kind of game where it works if the game says it works, then it works. And it works exactly how the player says it works. It's why Martial Healing works, it's why Second Wind works. It's why Come and Get It works. Hell, it's why Martial Dailies work. Any system that allows the player that much creative control is a good system. Period.
4e gets a lot flak for its supposed rigidity (I've been guilty of this as well), but it's dawning on me that it's not really deserved at all. It's simply way too easy to reskin or reflavor anything without too much hassle. There's actually a great deal of room for creativity. That many players and DMs have bought into that rigidity is tragic. It's likely what's behind the rejection of the idea that HP are abstract.