LostSoul
Adventurer
So, for instance, when a designer's faced with figuring out how grappling should work, with all the elements that come with it (establishing a hold, escaping, throwing, choking, squeezing, dragging), or how rules should apply to incorporeal or amorphous opponents (can they be grappled, pushed/pulled/slid, knocked prone, etc), he's got the choice to use the club or the rapier. Be meticulous, or just duct-tape the sucker. In the end, D&D went for "grabbed = immobilized, no pinning, no squeezing", and "incorporeal = half damage, otherwise treat just like everything else". There's a spartan principle at work that some folks like, but the mechanic has good reason to regard D&D as a "lite" game, and if he wants something deeper, he can't tinker within the system. If I want to pit the players against a foe that they can't deal with just by cycling through their power cards, then I'm working against 4e's grain, not with it.
Hang on a sec. Let's assume you're DMing a game.
Is there any way for a character to apply the Stunned effect (i.e. "pinned") to another character in combat without using a Power that specifically applies that effect?
Does Grab always mean that you phsyically take hold of another character? Could I, for instance, "Grab" a Ghost using a Religion check? How about physically trying to "Grab" a Ghost? What about Shifting a Ghost with a power that targets Will?
I would say - if you are saying no to all these things, you're going against the grain.
I think 4e works in the following modes:
-If it doesn't say you can do it, you can't. You need a Power to disarm someone, for example.
-You can try anything that makes sense to people at the table, with the DM as the final authority. You don't need to use a Power to disarm someone, for example. This seems to be the mode suggested in the PHB and DMG.