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Elephant in the room: rogue and fighter dailies.
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<blockquote data-quote="OneRedRook" data-source="post: 5926067" data-attributes="member: 35028"><p>Here's my own perspective on this, hopefully it's useful to see where other people might be coming from.</p><p></p><p>My own preference to avoid these sort of mechanics comes from the fact there's a sort of dissonance between my idea of my character's decision-making process or mental narrative, and my understanding of how this will actually play out in the game. It's not that the character might try, even though there's no chance it will work - that sort of thing is fine. It's that even though the character might want to try, I know it can't work because I've already used that "trip" resource today, and I don't have a map in the character's internal state for that.</p><p></p><p>I can rationalise why it didn't happen, it just grates in that instance.</p><p></p><p>So, I find that my tolerance for these mechanics is pretty much dependent on how far away they are from in-character thinking: a daily resource to allow a re-roll, for example, is fine as a "roll" in and of itself has no meaning to a character. An encounter resource which allows an extra action in a fight isn't so bad, because the combat structure is chopped up into rounds pretty arbitrarily, and and extra action is something I can "lose in the paper-work", so to speak. Being unable trip the guy on a narrow bridge because I spent that resource earlier in the game day? Irritating enough to want avoid.</p><p></p><p>And this is absolutely a perspective as a player. When I'm GM-ing, it's almost never an issue. I've usually got enough going on during a combat (say) that investing energy in the internal monologue of most NPCs just isn't a winning proposition.</p><p></p><p>Anyway, just hoping to add my perspective. I don't think it's by any means universal, but I suspect it's a common enough that it might be useful to others. I'm also not arguing that these sort of mechanics are inherently wrong, just as I get that you're not arguing the opposite, but this seemed like as good a point as any to respond to.</p><p></p><p>Hroc</p></blockquote><p></p>
[QUOTE="OneRedRook, post: 5926067, member: 35028"] Here's my own perspective on this, hopefully it's useful to see where other people might be coming from. My own preference to avoid these sort of mechanics comes from the fact there's a sort of dissonance between my idea of my character's decision-making process or mental narrative, and my understanding of how this will actually play out in the game. It's not that the character might try, even though there's no chance it will work - that sort of thing is fine. It's that even though the character might want to try, I know it can't work because I've already used that "trip" resource today, and I don't have a map in the character's internal state for that. I can rationalise why it didn't happen, it just grates in that instance. So, I find that my tolerance for these mechanics is pretty much dependent on how far away they are from in-character thinking: a daily resource to allow a re-roll, for example, is fine as a "roll" in and of itself has no meaning to a character. An encounter resource which allows an extra action in a fight isn't so bad, because the combat structure is chopped up into rounds pretty arbitrarily, and and extra action is something I can "lose in the paper-work", so to speak. Being unable trip the guy on a narrow bridge because I spent that resource earlier in the game day? Irritating enough to want avoid. And this is absolutely a perspective as a player. When I'm GM-ing, it's almost never an issue. I've usually got enough going on during a combat (say) that investing energy in the internal monologue of most NPCs just isn't a winning proposition. Anyway, just hoping to add my perspective. I don't think it's by any means universal, but I suspect it's a common enough that it might be useful to others. I'm also not arguing that these sort of mechanics are inherently wrong, just as I get that you're not arguing the opposite, but this seemed like as good a point as any to respond to. Hroc [/QUOTE]
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Elephant in the room: rogue and fighter dailies.
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