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Good points. I think that 4e more strongly inclines towards "powers as player resources" than "powers as PC abiltiies" than earlier versions of D&D.
But then there are examples that seem to push the other way: what is an AD&D fighter's 3/2 attack ability, if not a player resource? All it corresponds to in the fiction - given the abstractness of an AD&D melee round - is "skilled melee combatant", and at that level of generality the same description explains the resources that the player of a 4e fighter enjoys. Why does the AD&D ability nevertheless seem to be (near-)universally regarded as less dissociated? It seems to have something to do with the attack roll nevertheless expressing someting about the activities of the PC in the fiction (and so 3/2 attacks corresponds to more of those activites), whereas a 4e power like Come and Get It has an obvious director stance component. (But Rain of Blows, for example, doesn't, and I personally can't see that it is any more dissociated than a 3/2 attack rate.)
The Fighter's increasing strikes per round is meant to model his improved proficiency for finding openings in his opponent's defence. The combat model takes this into account by having all additional blows delayed in sequence until after all initial strikes are accounted for. I don't see the improved attack progressions from previous editions as such a form of player input any more than the increase in to-hit gained from leveling. Both attempt to model increased proficiency from different angles. It is definitely a character resource.
What I'm missing: how exactly is this different from the 1x/level rule for locks, and the 1x/campagin rule for bending bars and lifting gates, in AD&D?
I mean, how come the PC had a chance of success the first time, but not the second? Nothing in the gameworld has changed between those two attempts, unless you take the view that what the die roll really determines is how tough the lock/gate is - but in that case, the die roll is an exercise of director's stance, which is (ex hypothesi) "dissociated".
It seems to be a check whether a particular character can test against a particular obstacle. I always took the result to be the eventual result of the test regardless of how long the character wanted to try. (I never said any game system was perfect.)
A similar question: from the point of view of the character, every stab in the minute of combat is indistinguishable. So how come the AD&D player only gets to roll one attack roll?
I think this might support LostSoul's contention that the "dissociation" issue is not really about process-sim at all.
That's why it's a results-sim. We don't know how many strikes are attempted or what percentage are blocked -- is the attacker more like Fafrd or Tars Tarkas with sweeping massive blows or more like the Gray Mouser with lots of deft strikes? The results are unaffected either way.
I think there may be something to this, but it is hard to work out exactly what is going on.
I mean, take the D&Dnext herbalism skill and healer's kits. Does a PC who expends a hit die falling use of a healer's kit have a bandage or poulstice somewhere on his/her body? And if so, can enemies therefore try to rip the bandage/poulstice off, thereby impeding the PC's performance and/or healing? The rules don't say. Is this an issue of dissociation, then?
I'd treat it more as an issue of abstraction/gamist convenience.
Given that not every detail of the fiction can be filled in, and fictional positioning is, of necessity, therefore partial, is 4e special in this regard? Or is the point that 4e assumes that, in some situations, the player enjoys the power to resolve indeterminate positioning questions a certain way (via expenditure of a resource in the form of a power) whereas D&D has traditionally vested that power in the GM? Except that there have always been some player resources, like the 3/2 attacks in AD&D - which give the player the power to specify that, whatever is going on in that minute of melee, it opens up multiple opportunities to get in a good hit.
Yeah 4e certainly increased the assumed interest in the player affecting the environment directly instead of through his character.
Anyway, here are some things that "dissociated" mechanics are not:
*Not metagame action resolution mechanics in general (eg action points are OK);
*Not director's stance mechanics (because an encounter power like Rain of Blows is no more director stance than AD&D 3/2 attacks);
*Not absence of process-sim (because D&D in general not process sim);
*Not mechanics that require/empower the player to think in ways that fail to parallel PC thinking (because D&D hit points have always given the player knowledge that the PC lacks, namely, when at low hp, that the next hit will be a bad one).
I tend to disagree with some of premises above. I see disassociated mechanics as any mechanic that a game participant can bring to bear that does not have a in-game actor and expression.
Meta-game action resolution are the epitome of disassociated mechanics for me and almost all director-stance options for players fall into this category. The DM can have actors acting at the director level in-game (e.g. gods) so he gets a bit of a pass. Additional player knowledge like hp depletion are game constructs to make up for the limited ability to perceive the environment.