Hi Imaro -
I'm posting again because I find your points interesting. I'm not intending to contradict you or bring you into another argument or even argue. I'm offering counters to help us both think through our positions.
That stated, I feel that our positions are different enough such that we're not going to reach consensus, but I hope that another vantage point may help you. I've been where you seem to be as a DM. I could be wrong.
No it's not a flawed point...and I've already addressed why I made the distinction... But just to make it more clear...
Reality: Reality, in everyday usage, means "the state of things as they actually exist." Literally, the term denotes what is real; in its widest sense, this includes everything that is, whether or not it is observable or comprehensible. ...
Versimilitude: the property of seeming true, of resembling reality; resemblance to reality, realism; a statement which merely appears to be true
There's a pretty big difference between the two... especially when many like to argue minutiae... kind of like this point you brought up.
I understand what you're saying. What I'm saying is that reality is defined by what we see and perceive. There are many many things that exist that we don't interact with, because we can't perceive them. This is either due to some spectrum/cognition reason or because we're not in the same space. The fact that X thing exists 5 miles away doesn't exist for me because I'm not there.. it may still be there. I don't recognize it.
So when you clearly make the differentiation between reality and verisimilitude, I get it, but I find it flawed. If players don't experience it, it's not real. If character's don't experience it it's not real. Why? Because it doesn't matter to them until they have to interact with it. Ergo.. reality = verisimilitude. Especially true in games, the real argument is cause and effect in the real world.
So keeping the argument to games, on this forum, I find that your argument is flawed. Fair enough I suppose.
Because he's a tactician (understands good vs. bad tactics) and not a warrior... the same way an unabashed coward wouldn't rush up to him either... their personality characteristics have suddenly been made meaningless in the context of the narrative to accomodate a mechanic.
Understanding tactics does not make a character less human or infallible. Personality characteristics in the real world are vast. Personality text in a module is usually 3 sentences. The DM needs to make up the difference and accommodate the mechanic to satisfy the player dynamic.
He could but then give me a choice to make... like with the fighter's mark. Not an auto-fail power that forces him to make the wrong decision.
Are you not the DM? Do you not have the mandate to do whatever you feel appropriate to benefit the story? It's an encounter power, it gets used once per encounter. The enemy is in range of the power and if he is a master tactician he would know how to offset it if he's run into it before. If the enemy is a master tactician and the DM isn't aware of his players powers ahead of time, then the enemy isn't a master tactician
I'm being difficult, I know. There are probably other powers that cause strife too. We've chosen this one to pick on.
So change the narrative to fit the mechanic being invoked... got you. But all that does is support my point more.
Perhaps true as points can have spin applied to them, but it also gives you an opportunity to be more creative as a DM, which is oftentimes the one trait horribly lacking at the gaming table, and especially obvious when missing.
Huh? You're right, someone, somewhere can explain any power that could possibly be created...given enough time, energy,and inclination... I'd rather just have the mechanics either get out of the way of my narrative or support it... not force me into finding a way to make it fit in the narrative.
Well, I'll agree with you here. I'd like things to fit into nice boxes. But at the point where that happens the need for the DM disappears and there's nothing making the hobby more enjoyable than World of Warcraft. The on-demand flexibility of the DM and the imaginations of the entire table presenting a story you can't get in little boxes is the whole point of getting people together.
Thoughts?