By narrative approach you mean 'make up whatever you want when it doesn't make sense'?
No, I do not. What makes sense to me in a game and a narrative might not make sense to you. And the other way around. Why not let a ruleset leave some way to let the players and the Dm decide narratively what they assume to be a plausible way of how a power might work?
You see: you will play the game in a different way than I do, and it is ok if the rules accommodate to that? 4E, in my opinion, leaves more room for that than other edition. It is, again in my opinion, one of the main reasons why some people are so opposed to playing it. As I said upthread: 4E has basically left the simulationist train and gave more power to interpret the rules through a narrative approach by the the GM and, more importantly, the players.
Right, those rules didn't exist. But for years in between what you are talking about and 4e, the rules DID, and they worked fine. I don't understand why progress like that needed to be thrown out in favour of "maybe or maybe not" the papers get ignited.
Really? I have spent the last one and a half years in a group that took too much time to read through pages and pages of 3e spells to find out what a spell did, what special rules in which book governed which situation, etc. That took a lot of time and in the end bored me to death because we did not tell a story. We just read books.
Now, I understand that this is a problem in one very specific group. But I have not encountered this problem in 4E games because the rules give a lot of power to the players to narrate the game.
Yes, but somehow it is good to get rid of through and effort that people have put into a rules set? The goodness comes from the fact you now have to make it up as you go, hurrah!
What you are trying to say is (I guess) that the rules should cover all situations and cater to all tastes of simulation for everybody. Well, as this thread makes clear, tastes differ and sometimes differ a lot.
So I prefer a ruleset that allows for some narrative to fill in the blanks and actually leave that power to the players and the GM.
I'd argue you don't HAVE TO narrate that too. In 3e for example, rules on swimming were fairly clear. Now, however you have to narrate what happens and invent a rule, or take something you feel is close and reflavour, to deal with the issue. I guess 4e does excel in making people step away from the familiar and force them to narrate, if only so that the DM can guess at a rule to cover it.
You are exaggerating to make a point, I see. There are swimming rules in 4E and they work just fine. But powers can be used in all different kind of situations. Sometimes they are not easy to handle. And as I have said before, putting the narrative first helps a lot. I feel that 4 E allows for ths more than 3e or any other edition before.
Don't forget, when you make the argument that it can target non-creatures that this is a ruleset given to us by the same people who produce Magic (MtG) and that when they stated "creatures" I'm sure they meant just that. They are very clear in their other game title of what an effect targets but in DnD they apparently miss out and have to include it in a section for DM fiat if they happen to think about it or want a non-standard result.
That is because Magic the Gathering is a different game. It is nor a RPG. It works differently. I do know why you are bringing this up, though. At least I think I know. Do you really think that 4E and MtG are similar?