It does!
I'm talking about a tactical combat *module*.
To be clear: I absolutely do prefer the Pathfinder style spell description for most of the core game.
I'm on the level with your's and @
Dausuul 's comments about fluff that sometimes isn't just fluff.
I enjoy spells that provoke player creativity in arguing for fluff-mechanic translation (e.g. "I stuff my ears with wax -- does that prevent me from hearing the sleep spell?"). I like that and I think the core game should encourage it to the extent that it can.
But I'm also interested in a version of the 4e pushy slidy grid-based tactical combat thing, if it were cut way down to its essential components.
I mean the 4e combat system really does not seem to be that complicated conceptually -- I think you could boil it down to a handful or a dozen or a score of mechanical moves, and then give those to the martial classes, and pin some of them to the core fluffy spells, to make the modular tactical combat system. And then you could invoke that for battles in a game that otherwise could feature lots of deeply fluffy DM judgement-requiring spell and ability usage out of combat. Or you could just invoke the tactical combat module for certain climactic combats.
I understand what you are saying and I agree to a point. The clear-cut stuff is easy. Fireball can be summed up in precise, quantitative terms. I don't like it but the 'essence' of the spell can fit into the 4e 'mechanics only' approach. At the very least, a spell card should contain this approach since the point of the card is to sum up the spell.
However, problems arise from the grey zones and the stuff that CANNOT be limited to mechanics only description. Suggestion, for example, can be used in combat (IIRC) but is, in implementation, very subject to Dm interpretation. Charm Person, in its classic form, CANNOT be used in combat and CANNOT be summed up in pure mechanical form.
THIS is where 4e went wrong. When they were unable to boil down a spell/power to pure quantitative mechanics, they simply abolished it. Thus reducing the game as a whole and making it something less than it was.
And, for me, this is where I draw the line. The rules should serve the narrative first and I refuse to give up non-combat, non-mechanical only abilities to bow to the 'clear and precise above all' combat system.
If WOTC creates a module that has all these issues, even if it not the default way, you still end up with something that is NOT DND and I would prefer WOTC spend its time and resources on DND.
Yes, do try and make the mechanical effects of abilities/powers/spells clear and well defined.
Yes, include a summary (when you can) of the mechanical effects of a spell.
Yes, do make the combat system simple and clean.
No, do not strip away anything that cannot conform to the mechanics of the combat system when what you are trying to remove helps the narrative.
I want a role playing game with a combat system, not a combat game with rpg elements.