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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Crazy Jerome" data-source="post: 6003493" data-attributes="member: 54877"><p>Just to blissfully stick my nose in the middle and probably get it blooded, I think you are both somewhat right, but coming at the question from different angles.</p><p> </p><p>I agree with you that in any kind of "inherent" sense that the original "disassociated" stuff is claiming exists in mechanics, that all the things you say are disassociated, are, if the "theory" is to have any meaning. However, in any kind of rational examination that removes "inherent" out of the picture, an association that occurs with a person and a given mechanic is going to depend on a host of factors. Considered thus widely, then I think [MENTION=3400]billd91[/MENTION] is correct that Combat Superiority will generally be easier to associate.</p><p> </p><p>I think this is because of the patina of simulation that I've referenced lately. That is, if you take a mechanic and paint it up with some kind of facade of association, it will be more likely received as somehow inherently so, even though it's nothing but a paint job. If you do a bad paint job, then it will be enough for some people, not for others. If you do like 4E does, and say essentially, "Hey, I've got a default paint job for this thing called out right here as a paint job. If you don't like, pick another"--then that's great for people who don't like the paint job, not so hot for people who want to interact with the facade instead of the actual thing.</p><p> </p><p>The way human beings associate things in their heads is part pattern matching, part past experience, part preference, but also then a fair amount of belief and emotion in place of logic or analysis. The facade appeal to the fuzzier aspects of association. Combat Superiority works harder to maintain that facade, and thus should appeal more to those aspects.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6003493, member: 54877"] Just to blissfully stick my nose in the middle and probably get it blooded, I think you are both somewhat right, but coming at the question from different angles. I agree with you that in any kind of "inherent" sense that the original "disassociated" stuff is claiming exists in mechanics, that all the things you say are disassociated, are, if the "theory" is to have any meaning. However, in any kind of rational examination that removes "inherent" out of the picture, an association that occurs with a person and a given mechanic is going to depend on a host of factors. Considered thus widely, then I think [MENTION=3400]billd91[/MENTION] is correct that Combat Superiority will generally be easier to associate. I think this is because of the patina of simulation that I've referenced lately. That is, if you take a mechanic and paint it up with some kind of facade of association, it will be more likely received as somehow inherently so, even though it's nothing but a paint job. If you do a bad paint job, then it will be enough for some people, not for others. If you do like 4E does, and say essentially, "Hey, I've got a default paint job for this thing called out right here as a paint job. If you don't like, pick another"--then that's great for people who don't like the paint job, not so hot for people who want to interact with the facade instead of the actual thing. The way human beings associate things in their heads is part pattern matching, part past experience, part preference, but also then a fair amount of belief and emotion in place of logic or analysis. The facade appeal to the fuzzier aspects of association. Combat Superiority works harder to maintain that facade, and thus should appeal more to those aspects. [/QUOTE]
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