Tony Vargas
Legend
We can, and have, you just choose to label them 'dissociative.'Well you can't come up with a real reason as to why a martial character can only do something once a day without resorting to magic.
We can, and have, you just choose to label them 'dissociative.'Well you can't come up with a real reason as to why a martial character can only do something once a day without resorting to magic.
I mostly agree with this, I find your analysis truest of 2nd ed AD&D and 3E, and find that 4e doesn't irritate me much at all!This is one of the ways that D&D has always irritated me.* Its got some sort of strange bipolar disorder with its mechanical motivations. Over in situation X, D&D will act and read like a strict "Sim" game, then over in situation Y, D&D will act and read like a strict "Gamist" game. Then while in play, you're expected to handwave "story" patches over everything to make it sorta work-if-you-don't-pay-too-much-attention-to-it. (D&D has rarely had any "big-N" Narrative elements in it, which is different from "story.")
This is why, IMO, this whole "(dis)associative" argument can even take place. I've played plenty of other games where there isn't even a question about it (usually clearly dissociated, and they are better for it, IMO). D&D, for good or ill, refuses to take a clear stand on its motivations.
My take on 4e is that it uses this "rules-light" resolution out of combat (skill challenges), but a very rules-heavy resolution in combat. The complexities that arise when the two resolution systems have to interact is one of the weaker points of 4e, in my view.IME, the games that handle it that way are far faster, easier, and (despite their dissociated mechanics) far more engrossing and engaging than those that imitate D&D's non-method. You can use a really rules-light resolution system and maybe even run gm-less. The problem is that you can't sell a zillion splatbooks for that kind of game.
I believe a "simple tool" is probably an "improvised tool" of some sort. The -2 penalty matches up with this. The skill is just stating that a tool of some sort must be employed (which is what Hussar pointed out).Well since we're now to quoting rules, here are the ones for the OPEN LOCK skill, from the d20 SRD. I have no interest in pulling out the books to look it up there.
You are correct that improvised poses a penalty, I misremembered, but the highlighted area is what's relevant. It implies that without a set of tools the rogue takes a penalty, "even if a simple tool is employed".
Oh yes, I get this.This is another reason why I ended up hating the reliance on the rules of 3.x. Looking at multiple places to determine intent of a particular "rule" was exhausting.
Formatting? That's a separate issue, in my mind. But, in any case, I don't think 3.X ever intended to be mostly process sim. But, as I said, I've been trying to stay out of this part of the conversation, so you can have the last word on it, if you want. As always, play what you likeTo make it even worse the Disable Device rules on the d20 SRD make no mention of Thieves' Tools at all. When the reading of the Thieves' Tools description, as you posted, makes it seem as if they are "required" for the checks to even function.
Chuck this up as another reason why the "process-sim" argument for these types of rules never satisfied me.
I think this is part of the problem. People are saying that these mechanics hurt their immersion, but I'm not sure people in this thread are saying that they make the game objectively "board game"-like, or not an RPG.From my point of view, the situation is slightly different. Some of the posts in this thread are the latest in a long line of posts arguing that "dissociated" mechanics impede immersion, and hence roleplaying, and hence (i) are a marker of shallow, "board game" play, and (ii) ought not to be part of D&D (or other RPGs).
I don't care about any particular person's preferences and experiences, if I have never RPGed with them and am never likely to. But I don't think it's unreasonable of me, and others, to contest (i) and (ii).
If [MENTION=23935]Nagol[/MENTION], [MENTION=386]LostSoul[/MENTION] and/or [MENTION=6696705]Underman[/MENTION] think that what I'm saying is unfair, I'm very willing to engage. I XPed Underman's last (or second-last?) post upthread. I think Nagol knows that I have a lot of respect for his (?) views, and I believe we've engaged profitably in this thread. And of all the many posters on this board, LostSoul has probably had more impact on my approach to play and GMing then the rest put together!I think that you're defending against those when you don't need to be. Nagol, Lost Soul, and Underman aren't saying that, as far as I can tell.
I'm also interested in this. I've also posted accounts of my own and my players' immersive play, and various mechanics and GMing techniques that have helped with that - including, on occasion, so-called "dissociated" mechanics.In the meantime, everyone else is acting like people are agreeing with the entirety of JA's conclusions in his Dissociated Mechanics article
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His comments on "tactical skirmish play" are also tied into the minis line at the time, etc. The discussion on "dissociated mechanics", if it is to be useful, should be on the ideas of what someone thinks it is: Lost Soul trying to figure it out (and maybe succeeding?), Nagol giving his personal input, Underman saying what he thinks and distancing himself from terminology or JA's conclusions
That's one discussion. Though it has a curious dynamic.The real discussion is about how the mechanics are "dissociating" to people (or what makes them lose immersion)
I don't go around telling other posters that they don't care for D&D. Whereas time and again 4e playes get told that we are spoiling (or have spoiled) D&D, that we should go and get our own game, etc.It's not the D&D of the past thirty years. If you can't comprehend what people mean then please let this be your explanation.
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4e was universally panned by a large group of people (far larger than any other edition in my opinion) because it was different. Other people loved it because it was different. My issue to some degree is that those people who loved it had to be pretty dissatisfied with previous editions of D&D up to that point.
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if you don't understand why people got upset when a beloved game of thirty years veered design-wise in a totally new direction, then I think your sticking your head in the sand.
Onto more useful posts, perhaps.
I believe a "simple tool" is probably an "improvised tool" of some sort. The -2 penalty matches up with this. The skill is just stating that a tool of some sort must be employed (which is what Hussar pointed out).
Attempting an Open Lock check without a set of thieves’ tools imposes a -2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves’ tools, you gain a +2 circumstance bonus on the check.
The blues are often detectable in the roots of rock and roll. Does that make rock and roll hacked up blues? I don't think so. It's definitely something more than that - same with D&D with respect to its wargaming roots.
I haven't moved any goalposts. I'd be inclined to say that you're the one doing so by making my comments about 4e about you.
But honestly, how is any criticism (or praise) of an edition not a reflection of the people who feel the opposite if your logical consequences held true?
If I don't believe that 4e is the best version of D&D for high fantasy am I deluded or stupid? Which is it?
If you believe 4e is D&D, or even the best version of D&D, it means you've got a different definition of D&D than I do. It's clear enough on this board that there are many different definitions of D&D. I've seen them range from pretty much any RPG to just OD&D. Mine doesn't include 4e except maybe as a related cousin branching off the main trunk.
You know, that statement is worded in a rather uncivil fashion, but I pretty much agree with it. Do you really think the difference between this quote and something more civil but equally strong like "Paizo adventures are hackneyed and unoriginal stories supported by unexceptional mechanics that limit creativity at the table and are an inadequate replacement for good prep and improvisation" is really that different? I think people are likely to get riled no matter what. The same is true of most things on these boards. Some people simply cannot handle X being criticized, where X represents any number of things."Pazio adventures are nothing but a big narcassistic railroad masquerading as roleplaying."
Against my better judgement, I'll take a shot.
Originally Posted by Manbearcat
An exercise to make sure that there is some level of coherency within this concept of "dissociation" and to confirm its limits. For each of the following please provide 1 or more of the following labels and the reasoning for the labels;
1 Dissociated.
2 Necessary Gamist Abstraction but not Dissociated. (NGABND)
3 Narrative Convention but not Dissociated. (NCBND)
4 Process-Sim.
1 - The Ability Scores of Dexterity and Strength being siloed away from one another (in terms of biophysics/kinesiology implications), despite their "real-world" synergy.
-- NGABND -- designers decided to model physical attributes and built a generation system where each is assigned independently.
2 - Come and Get It
You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all.
Encounter Martial, Weapon
Standard Action Close burst 3
Target: Each enemy you can see in the burst
Attack: Strength vs. Will
Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.
-- Disassociated, flavour text aside, ability has no association with the character or the opponents' forced movement
3 - Get Over Here
You pull one of your allies into a more advantageous position.
Encounter Martial
Move Action Melee 1
Target: One ally
Effect: You slide the target up to 2 squares to a square adjacent to you.
-- Disassociated, character has no ability to inflict this movement.
4 - Successful Saving Throw vs Breath Weapon (AoE attack). Target is immobilized and without cover.
-- NGABND
5 - Arthropods (creatures with Exoskeletons) having unbound sizes (eg greater than the size of a chicken - the upper limits in our world due to biophysics and gravity) relative to our own worldly arthropods while biophysics and gravity in the "implied setting" are supposed to be parralel.
-- genre convention so NCBND
- Dragons and Excessively creatures within the "implied setting" defying "flight physics" (eg gravity, atmospheric friction/drag, propulsive thrust, aerodynamic lift requirements, mandatory trim characteristics, etc) thus implying that atmospheric drag/friction conditions and gravity may not be as binding as they are in our world. In spite of that, the rest of the "implied setting" maintains the position that other forms of musculo-skeletal kinesiology by mundane creatures are bound by gravity/atmospheric drag/fiction.
-- NCBND
You know, that statement is worded in a rather uncivil fashion, but I pretty much agree with it. Do you really think the difference between this quote and something more civil but equally strong like "Paizo adventures are hackneyed and unoriginal stories supported by unexceptional mechanics that limit creativity at the table and are an inadequate replacement for good prep and improvisation" is really that different? I think people are likely to get riled no matter what. The same is true of most things on these boards. Some people simply cannot handle X being criticized, where X represents any number of things.
(Incidentally, I like Paizo as company; just not real high on the published adventures).
Yes, you have. Your mileage has varied; this has little to do with my point, though.I'm also interested in this. I've also posted accounts of my own and my players' immersive play, and various mechanics and GMing techniques that have helped with that - including, on occasion, so-called "dissociated" mechanics.
Good! Don't tell other people they're playing wrong. That's good. If people say that to you, they're wrong. We're on the same page. However, there's just as much "your feelings don't make sense" getting thrown around from both sides, and it's just not productive. Especially when it's extended to posters who aren't saying those statements, which is what I was trying to say.That's one discussion. Though it has a curious dynamic.
If I started a thread on the 15-minute adventuring day, it wouldn't be very long before I had a dozen posts on that thread telling me that I'm playing wrong
[SNIP]
But it wouldn't occur to me to tell those other posters that they are playing wrong, or drifting the game in order to make it work.
You know, I think this is mostly false. From my perception, there's usually not a "slew of posts" that tell you that you're not really RPGing, or that you're not really immersed. And, people on both sides of 4e say that it isn't played how the designers had in mind (how many posts have there been on skill challenges saying "it's too bad the designers didn't get the potential of this", or on any other mechanic, for that matter?).Whereas, when I and others post to explain how encounter powers don't hurt our immersion ("Treat them the same as hp, however exactly you handle them""), or how encounter-based (ie scene-based) play is desirable for us, there's always a slew of posts to tell us that we're not really RPGing ("tactical skirmish loosely connected by freeform improv" is the poster child for this), or that we're not really immersed, or that our fighters are all really spellcasters, or that we're playing 4e in a way that it wasn't intended to be played by its designers ("They meant for it to be a tactical skirmish game loosely connected by freeform improv, but because you guys have played some Forge-y games you've drifted it in some different, uninteded direction.")
I think the objection is that the game was "wrong" for their perception of D&D, and that people continuing to insist on those mechanics want to hurt the game they want. And some (not all, or even most) 4e supporters then post about balance, and how 4e is objectively better designed than previous editions and erased the failures of 3.X. And some AD&D posters talk about how 3.X was the beginning of the end, and how it's worthless as a game and it's only for powergamers.Whereas time and again 4e playes get told that we are spoiling (or have spoiled) D&D, that we should go and get our own game, etc.
Probably because this isn't a universal experience. I've seen you make that claim multiple times, and your assertion that the game prior to that point didn't hold up to that thematic play style well. People take exception to that, because they felt they achieved it. Just like you take exception to what other people say; to them, it probably feels like you're saying "you're not doing it right" or "you're using the game in ways it wasn't meant to be played" even if that's not what you mean. And if it is what you mean, then is it any wonder that people question it?When I say that 4e is the first version of D&D to deliver the story experience that D&D has promised at least since the Foreword to Moldvay Basic, I repeatedly get called upon to explain, or apologise, or justify
Oh, and way more than me. I think. I mean, I have a ton of D&D books. I've just never read or used the massive, massive majority of them. I've never even looked through most of them. They were given to me by my dad, after he got them for free online. I'm not hugely invested in D&D; I don't even currently play it, and I do game on a weekly basis.Now I'm happy to believe that my experiences and preferences are unusual. I wouldn't expect any but a small number of other posters to share them. But I don't see why they are less important and less authoritative than those who think that D&D is about wandering monsters and/or process sim mechanics. I've got as fulll a shelf of D&D stuff as any other typical poster here!