4e had this thing called Page 42, but in years of playing that edition I've never seen it used, once.
Interesting. I see it used all the time in my game.
The problem with the martial "encounter" powers, narratively
then becomes...why can't I remember how to throw sand in the ogre's eyes? Or try it again.
Your character can. It's just that the mechanics of the game dictate that it will fail - or, at least, won't produce any mechanical result different from just rolling your d20 for an attack (of course, if you successfully roll an attack there's nothing to stop you narrating it as having benefitted from more sand in the ogre's eyes).
That's the nature of metagame mechanics. Complaining that encounter powers don't map to PC decisions in the gameworld is like complaining that turn-by-turn initiative doesn't map to the actual movement of the characters and monsters in the gameworld. As I posted upthread, both are metagame systems to ration player resources: turn-by-turn initiative establishes an action economy, and encouter powers establish an effect economy.
Even classic D&D, which has semi-continous initiative, still has a type of action economy. Why can't I attack twice in a round at a penalty to hit? Why do I get only one chance per minute to get in a substantial blow - even against a giant slug? There
is no explanation for this from within the gameworld.
Now obviously not everyone likes metagame systems for rationing resources. But complaining that they're nonsensical because they're metagame strikes me as missing the point.
Maybe the next ogre, who sees how you did it to his friend, will avert his eyes from you when he sees you reach for your sand-pouch, but that should just give disadvantage, not mean that you can't even attempt it.
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Just freestyle it.
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The straight-jacketing of targetting, intended use, scope, and conditions to use things, which don't make sense at all and probably won't end up being balanced anyway, don't belong in a rules system where you are expected to wing it. That's the actual fun of the game.
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I don't want to play chess.
There are pros and cons to freestyling it. I mean, you could freestyle the whole of combat, but most D&D players don't. (Call of Cthulhu, on the other hand, lends itself well to freestyle combat.)
You can freestyle magic, too, but most D&D groups don't. They rely on a chess-like "strait-jacketing of targetting, intended us, scope and conditions" called memorisation rules and spell descriptions.
I want to be able to improvise spitting in the enemy's eyes to distract him then knee him in the balls to cause him to lose his next action while I escape with the necronomicon.
Out of interest, how do you adjudicate this in AD&D? In 3E?
In 4e it sounds to me like a STR attack vs Fortitude to daze until the start of the target's next turn. (That won't cause the loss of any actions, but will negate oppy attacks while I run away, and all my friends will get combat advantage while I run away.)
The real issue in adjudicating this sort of thing is getting the balance right - because if it's strictly better than standard attacks, it's all anyone will ever do. It's with that balance in mind that I suggest above that the daze would be until the start of the target's next turn.
Hey there's a lantern with oil over there, teetering over the enemy's battle plans, if I magic missile or throw a rock at the lantern, that shouldn't be prevented by the rules or even require looking up "do I have permission to do that?" Why can't I target things with my attacks? Some enemies are constructs, and thus are "things", but not in 4e. All enemies are creatures, that are alive or undead, or something. I can target a square but not an object? What use is this stupid power when I can't be allowed to do cool things with it?
I'm not sure what rules you're reading, but the 4e DMG has a section all about using powers to do thinks like attack hanging lanterns. Maybe you missed it.