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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Hussar" data-source="post: 5635330" data-attributes="member: 22779"><p>Just caught up on my reading.</p><p></p><p></p><p></p><p>Why hasn't this problem occured in your games? I'm not being snarky here, I'm honestly curious. Is it that you run a very low magic setting outside the default 3e assumptions, so that Zone of Truth isn't really an issue? Or do you simply hand wave it away and none of your players have bothered worrying about it? Or something else?</p><p></p><p>How you build your world will inform a lot of how the D&D magic system affects that world. If you play with the default 3e assumptions, particularly the 3e demographic assumptions, then these questions are very pertinent. Most DM's and players, I think, just ignore them because it would be such a PITA to deal with all of them.</p><p></p><p>I'll stand by the idea that disociated mechanics makes for MUCH easier world building because all of the above stuff doesn't have to be handwaved away. A quick perusal of the 0 to 2nd level cleric and wizard spell lists shows a plethora of really world altering effects if they were actually taken into account. Most people that I've played with simply don't care.</p><p></p><p>But handwaving the problem away doesn't suddenly make one system better at world building than another.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5635330, member: 22779"] Just caught up on my reading. Why hasn't this problem occured in your games? I'm not being snarky here, I'm honestly curious. Is it that you run a very low magic setting outside the default 3e assumptions, so that Zone of Truth isn't really an issue? Or do you simply hand wave it away and none of your players have bothered worrying about it? Or something else? How you build your world will inform a lot of how the D&D magic system affects that world. If you play with the default 3e assumptions, particularly the 3e demographic assumptions, then these questions are very pertinent. Most DM's and players, I think, just ignore them because it would be such a PITA to deal with all of them. I'll stand by the idea that disociated mechanics makes for MUCH easier world building because all of the above stuff doesn't have to be handwaved away. A quick perusal of the 0 to 2nd level cleric and wizard spell lists shows a plethora of really world altering effects if they were actually taken into account. Most people that I've played with simply don't care. But handwaving the problem away doesn't suddenly make one system better at world building than another. [/QUOTE]
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In Defense of the Theory of Dissociated Mechanics
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