Raven Crowking
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Here's a puzzler -
The most simulationist mechanic in Mutants & Masterminds, hero points, is dissociative.
I think that they are. I am perfectly okay with something like a recharge representing an opportunity.
I would have no trouble with some of 4e's powers if they recharged in the same way, so that you had limited uses, and where the recharge represented opportunity.
Even "hitting someone really hard with a mace" can be measured by opportunity. After all, that is what critical hits do. Heck, that's what successful attack rolls do.
I don't think that this is an example of a dissociated mechanic.
RC
You see this is exactly why I find it disassociated as a mechanic... You and Wrecan just gave totally different explanations for this mechanic. He claimed it was resting tired energy reserves, you claim it represents opportunities for usage, and the book is silent on what a recharge actually is in-game. So what exactly is happening via the fictional game when a creatur recharges?
I would have no trouble with some of 4e's powers if they recharged in the same way, so that you had limited uses, and where the recharge represented opportunity.
Even "hitting someone really hard with a mace" can be measured by opportunity. After all, that is what critical hits do. Heck, that's what successful attack rolls do.
What is the powers only had an opportunity to fire on a crit? What if, that opportunity let you pick one from a list? Could the list be more or less like 4E powers now (i.e. use a daily up in this circumstance, and it is gone) or would it need to be more a list of explicitly "critical" powers that let you pick a certain one each time. (Mongoose RQ II uses something analogous to this, BTW, though the "powers" aren't varied by character types.)
Just curious where the boundaries are, and if they are the same for you as other people. Were I to change it, I'd lean heavily towards something like encounter becoming 1/scene and daily becoming 1/adventure, myself.
Except that in many cases, we don't know exactly what the PC is doing.I think this is what I originally thought dissociated mechanics were, but now I don't think has anything to do with what can be easily imagined or not. What follows should not be taken as anything more than my attempt to work this out.
Does the player make the same choice as the PC?