Arlough
Explorer
To expand this discussion a bit, what I'd like to see would be for the crunch and fluff to be as tightly integrated as possible. For example in a FATE campaign I played, one of the most important things on my character sheet was "My father told me to duel often" which was both vital crunch and central fluff to my character. Although I really don't want to port aspects into D&D I'd like to have D&D have the goal of combining crunch and fluff together as much as possible for example:
-If the fluff of X class is that it gives me quick and easy power at heavy cost, then the mechanics could give me quick and easy power at heavy cost.
-If a bit of fluff doesn't have any crunch to back up what it says it does then kill it with fire.
-Make crunch that takes into account the implications of the fluff. For example if there's a charm effect think about what the fluff says about how it works. Does it require a shared language? Can it be blocked by plugging my ears? That sort of thing.
-Does the crunch do something that's hard to visualize in fluff terms? Then kill it with fire.
I would note that FATE is a much more narrative system, to the point of having combat rules only in as much as they help tell a story. I don't know that D&D ever has been that narrative based, and as time has gone on they have become more and more combat based. In fact, I think we can say that 4e has, with it's refluffing ability, action points, and powers, become a combat narrative game, where the combat is the story (or, at least the cut-scenes we don't skip.)
In that sense, the players are wanting more combat narrative contol (cause they are the directors of their character's movie) and so more crunch is needed with less fluff, because they want predictability so they can choreograph their awesome action scene.
FATE, on the other hand, has a system to make the fluff the game itself, rather than a thing the DM can ignore or play out on whim.
As for my vote, I am at a point in my gaming career where I just want the rules, so I can dress them in whatever combat-narrative I choose.
[MENTION=55680]Daztur[/MENTION]
In 4e, the specifics are a set of predefined universal terms that mean a state rather than descriptions, so you can have a Bloodied Golem, but it doesn't literally mean bleeding. Instead, Bloodied means "at or below 1/2 hp". You can have a Prone Gelatenous Cube because Prone means "move at half speed, +2 vs. Ranged attacks, grants combat advantage to adjacent targets. You can remove this status with a move action."
The main problem is that flavorful words were chosen to represent these states and sets of states, and this has caused some confusion and consternation.