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General Tabletop Discussion
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Elephant in the room: rogue and fighter dailies.
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<blockquote data-quote="Rogue Agent" data-source="post: 5926134" data-attributes="member: 6673496"><p>The fact that you think the mechanics exist in a completely separate box that doesn't interact with the game world in any way suggests that you are so firmly in love with dissociated mechanics that you are literally incapable of understanding any other mechanical paradigm.</p><p></p><p></p><p></p><p>Yes. If you rewrote the entire game in order to specifically, logically, and consistently associate all of the dissociated mechanics, then those mechanics would no longer be dissociated.</p><p></p><p>I'm not really sure where you're going with this Rule 0 Fallacy, though.</p><p></p><p></p><p></p><p>That's actually exactly how we play 3.x rage at our table.</p><p></p><p></p><p></p><p>The hero can't tell the difference because the hero is a fictional character. He doesn't actually exist. Worrying about what he does or doesn't "know" is pointless. Or, at the very least, completely beside the point being discussed.</p><p></p><p></p><p></p><p>Focusing on outcome is a red herring. Dissociated mechanics can be most easily distinguished by the decision-making process: Is the mechanical decision made by the player directly associated with the decision made by the character?</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5926134, member: 6673496"] The fact that you think the mechanics exist in a completely separate box that doesn't interact with the game world in any way suggests that you are so firmly in love with dissociated mechanics that you are literally incapable of understanding any other mechanical paradigm. Yes. If you rewrote the entire game in order to specifically, logically, and consistently associate all of the dissociated mechanics, then those mechanics would no longer be dissociated. I'm not really sure where you're going with this Rule 0 Fallacy, though. That's actually exactly how we play 3.x rage at our table. The hero can't tell the difference because the hero is a fictional character. He doesn't actually exist. Worrying about what he does or doesn't "know" is pointless. Or, at the very least, completely beside the point being discussed. Focusing on outcome is a red herring. Dissociated mechanics can be most easily distinguished by the decision-making process: Is the mechanical decision made by the player directly associated with the decision made by the character? [/QUOTE]
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Elephant in the room: rogue and fighter dailies.
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