Doesn't the "It has magic so it does not need consistency" defense get boring after all that time?
That's not what I'm saying - please look again. I'm saying that the way 4E handles this is consistent within itself. The fact that objects and creatures are different is established and quite consistently applied.
The only meaning of "consistency" I can think of that you might have in mind (that justifies your claims of "inconsistency") is the meaning of "consistent with the real world". In this sense you have a valid comment - but since the world of D&D is manifestly not the real world, I'm not at all sure why you insist that it is important. "A world that is not the real world does not behave in all ways like the real world" - isn't that a case of "dog bites man"?
4E also has different labels for creatures (Minions, etc.) which are completely gameist (can't be explained in game) yet radically alter how the creatures interact with the game world (making minions immune to missing attacks for example)
OK, so you are using "gameist (sic)" to mean "can't be explained in terms of the game (world)"? Why not? "Can't be explained in terms of analogues in the
real world, sure. But why can't a game world have creatures that are destined to fall at the first successful hit? It's not the real world, for sure - but it was never intended to be that, as I think must be pretty clear.
PS: What heat level would be required to heat water from 25 to 100 in 2 seconds? More or less than igniting paper?
Assuming that by "heat" you mean energy, how much water are we talking, and how much paper? If by "heal level" you mean "temperature", then what form is the heat source in? A gas flame? A burning liquid? A detonation front in a well mixed gas-air cocktail?
Put it this way: put some sheets of paper into a gas cupboard with a small cloud of hydrogen or methane mixed with air and ignite the cloud. Neither will ignite the paper, but the hydrogen will hurt and the methane will give a nasty burn/scald to exposed flesh. A person totally immersed in such a cloud would suffer external burns and, if they were unlucky enough to breathe in at the wrong moment, some very nasty lung and trachea damage.
I want the game to describe how the world works, and hopefully it resembles things I can relate to but in terms of magic not necessarily.
Why is a world where magic works likely to work in the same way as the real world in any respect? The reason magic does not work as it does in D&D in the real world is because the laws of real world physics preclude it. If they did not, there would most certainly be people doing it! The laws of physics in a world where such magic exists cannot possibly be the same as those of the real world. It is wise for world designers to make some of their outcomes broadly recognisable to inhabitants of this universe - but they simply cannot be identical.
I want to understand how the rules relate to the capabilities of character, creatures and objects in the game. Anything that effect will likely intersect with. I don't really need to know what happens if a lightning bolt were to hit the pea (or globe as of 4e)-sized fireball before it exploded but it would be good to know if it is meant to set things on fire, or how it works underwater, or why it hurts things which are left on their own vs something held.
OK; to my mind, 4E does this well. It explains the effects in system terms, which seem a little strange, but I take these terms to be the terms of "4E universe physics" - and they are certainly no more strange than the terms of Relativity theory or Quantum Mechanics...
What does the power currently look like in 4e? I haven't been able to find an online quote of the power exactly how it is now. Does it suit my sensibilities better? *rereads* I guess so. I can't imagine what circumstances it might be missing but it does seem to address the skeleton problem from before - so I'm happier.
Vicious Mockery Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At-Will * Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.
For the record, once again, I never said that vicious mockery shouldn't affect the skeleton. Though, based on this description, I could find reason against it. All my points on the subject were how little sense it made for vicious mockery to hurt the (shadow) magic which binds the skeleton, its dead creator, or the god who has the portfolio associated with the spell.
Those are just explanations of how the characters think the power works in sundry game worlds. In 4E, the facts (verifiable by experiment) are that Vicious Mockery does what it says in the power description. Theories about why it might do this are left to the characters (and the players) to come up with.
My main issue with many of the assumptions of those on your side Balesir is that you are saying 4e works very different then (i) it actually does and (ii) 3e.
4E certainly works very differently to 3.X and earlier editions. How I am saying that 4E works differently to how it actually does you will need to explain to me; I'm baffled.
Beyond that, if you need me feel free to quote or summon, but I'm just going in circles with you people. I'm tired of replying to (nearly) everything that is addressed and in turn only getting quoted with individual lines. It is especially bothersome when I feel as though you make no real counterpoints to my comments and concerns. (Not you/just you Balesir.)
I sometimes feel the same way about those claiming to see uncontestable flaws with 4E. Overall, though, I do think that both "sides" are (very) gradually getting a clearer idea of what the other is saying.