And I'll point out that (at least in the case of the sleep spell), 4e actually has specific, evocative flavor text ("You exert your will against your foes, seeking to overwhelm them with a tide of magical slumber."), where as 3e just has a series of relatively flavorless rules and exceptions listed.
4e seems to have it basically right to me: Stat block, flavorful description of spell off-set in italics (rules free), additional rules.
Well, this has been one area where my confusion was generated from that I questioned about, because I looked at it in the example the same way that you did. People talk about mechanics and flavor text not mixing in 4E like in previous editions, and not wanting the flavor text "fenced in" but when I looked at the two OP post example in 4E I saw a flavor text followed by mechanics, and in the 3.5 example I saw Mechanics followed by Flavor Text. So, it's like what is the complaint? The text and mechanics were not interwoven in eitiher example.
Yes, the flavor text was longer for the Sleep spell in 3.5 but then I raised the question of length and it's like I get questioned and called scary because I am asking is length issue and how long does he want the spell descriptions to be since per the opening example the two really follow similar format.
I will also agree with you that Warunsun gave a very good example of combining 4E/3.5 style descriptions and if I saw Warunsun's example in a DnD Next book I would be satisifed and not put off by it the same with the example Klaus gave earlier (So, I have shown how I am willing to compromise and what I think good example of combining "prose" vs mechanics can look like), but I don't at this point what the opposition wants besides spell/power/ability stat blocks to read somewhere between a little and a lot depending on the nature of the subject
You know, people talk (jokingly) about cliffnotes version for people who like stat blocks, but my actual B.A. is in English with a focus in Poetry, so I consider myself a pretty creative person, but when playing or running a game I just don't want the game to have to come to a grinding halt (like it did in 3.5) whenever the DM had to do a random in encounter because he had to cross-reference so many things due the way abilities were described and cross-referenced in 3.5. I as a player don't want combats to come to a halt for lengthy periods of time to look up how certain rules work like in 3.5. In 4E the few times we have had to look up something it was quick concise and took a minimal amount of time out of the game, and from a DM perspective running 4E has been a God send compared to prior editions, even with random encounters having everything a monster does right there in a singleblock and not having to look up anything makes it a breeze.
In an earlier post someone mentioned sleep needing to be longer because it doesn't explain why on the initial save you are slowed vs being dazed, etc and I am like gee when I get sleepy I get tired, which means I slow down and thems seem to be moving almost in slow motion. I don't need the spell to tell me why I am tired vs being dazed. The description: A wave of magical weariness washes over you" basically sums up what is happening and through natural correlation my mind can equate the rest: weary=slow, not overcoming weariness=unconscious. People complain about 4E talking "down" to the audience, but after reading some grips I have to wonder is it that 4E is talking down to the audience or is that DnD 4E is talking "up" to the audience by assuming that as gamers we are smart people who have a average level of correlative ability?
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