X-Men: First Class, The Matrix and Lord of the Rings are fantasy/sci-fi.
The Dungeons and Dragons movie, Transformers, and 2012 are fantasy/sci-fi.
None of the above is realistic. Isn't it fair to perceive, however, that one set of movies is more satisfyingly or tolerably plausible than the other set of movies?
I have a view on this. I also have a view on which system - AD&D, 3E or 4e - is more likely to produce an experience at my table that resembles the movies I prefer.
Expanding on that premise, if you take a thousand PC Rogues over a thousand days of adventuring, then that's a million instances of a rogue never using that power more than once a day.
I think it's improbable that in all those million instances, not one single rogue ever had the luck or opportunity or interest to use it more than once.
Part of the idea is that most tables won't play through those million instances. It's a narrative conceit - like Boromir having only the odd occasion to sound his horn (making it dramatic rather than mundane).
Technically, IF a daily is a random event requiring a number of external unpredictable variables to be true, then choosing when that improbable event occurs AND in fact knowing that it's going to happen 1/day is "disassociated".
It's as improbable as a) knowing that lightning will strike every day and b) knowing exactly when to raise your sword so that you can use "Harvest the Lightning Blade".
FIrst, "Harvest the Lightning Blade" is a great power - it would suit a certain sort of barbarian, or even a Stormwarden-style ranger!
Second, the PC doesn't know in advance that lightning will strike. The PC looks up, and - lo! - storm clouds are gathering overhead! It is
the player who uses the 1x/day mechanic, not the PC.
And even the player doesn't know it will happen 1x/day. The player knows it won't happen
more than 1x/day. But it may not happen at all.
I also find it interesting that people want to somehow legitimize dissociated mechanics (which I used to just call Narrative and Gamist rules) by saying these things have been in D&D already, as if something has to be in D&D for it to be a legitimate roleplaying thing.
I don't think it has to have been in D&D to be a legitimate roleplaying thing. But D&D has always had
some fortune-in-the-middle mechanics (eg saving throws in the 1st ed DMG), which makes it odd when D&D players decry those mechanics.
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?
Like I said upthread - this is to be worked out in play.
You play HeroQuest, right? What happens when I use my "love for Esmerelda" attribute to augment an attack against Esmerelda's kidnapper? What happens when I use the same attribute to augment my song sung at Esmerelda's window under the moonlight?
It's up to the player and the other participants at the table to work this out on each occasion! That's part of what it is to play a game of HeroQuest.
saving throws are a flat-out simulation.
A saving throw is a measure of the combination of luck and skill/protections (the d20 roll and the character's save modifier). This is not dissociated because, as in the real world, a faster person might be able to escape a burning building but also might be unlucky enough to be hit by falling firey boards.
Gygax, in his DMG, states that a successful save vs dragon breath, by a fighter chained to a rock, can mean that the chain breaks (this is luck - I'll take others' words for it that it's also simulation - I would have thought a STR check is what would simulate this, but anyway)
or that the fighter discovers a small cleft in the rock and shrinks back into it at just the right moment. So now the saving throw die roll simulates what? Past geological processes? This is an explicitly fortune-in-the-middle mechanic that is not radically different in character from the unerrata-ed Come and Get It.
That was an incredibly lucky catch, but one that required a ton of skill (no way I would have been able to make it). I'd liken it more to rolling really high combined with a great attack bonus or athletics/acrobatics roll. In 4e, that catch is like a super high dc along with having maxed out skill and high ability modifier.
Here's the dissociation with calling that a daily. Could he potentially make that same catch later in the same game? Yes. Would he have the same chance to do so? Probably (it is a slim chance, and he'd likely miss....you don't roll a 20 every time). Would it be impossible for him to make that catch again? No. (But if it were a daily representing it, then he, as a character WOULD find it impossible to make that catch again.)
Also, it's not as though he decided "I'm really going to use up some personal resource to make this catch...I'm going to put something on the line, give it my all, and end up worse for wear until I rest up." Perhaps a better representation of a daily would be a football player taking a horrific tackle, getting injured, but because of the risk making a touchdown. Or perhaps we could represent a daily as a baseball player sliding into home on his face. Even these, though, would be better represented in 4e by other things (hp attrition, loss of healing surges, etc), but at least it shows how they couldn't do that all day...even so, unless the injury were debilitating in some way, they'd still be able to do it again, even in the very next play.
That is why Dailies are seen by some to be dissociated. I honestly cannot come up with an example of what they're modelling in the game world that can't be better explained by other rules in that same game world. To be more clear, every explanation of what dailies represent in 4e seems to actually be represented by other things in 4e, at least the way I see them.
Just to add to Crazy Jerome's response, here is my take: if 4e had given all PCs Hero Points, which could be spent 1x/day to either (i) make an attack roll into an automatic critical, or (ii) make a damage roll deliver maximum damage, then almost no one would have complained (because plenty of d20 games already had these mechanics).
If one of these Hero Points could also be spent to make an opponent automatically fail a saving throw, maybe it would be a bit more controversial, but probably not all that much.
If only fighters and rouges got Hero Points,
that would be more controversial, but because of the metagaming aspect of the mechanic? I'm not sure. But this is, in effect, what martial daily powers are - daily Hero Points that only martial PCs get. They're just formatted and described slightly differently.
Brute Strike Fighter Attack 1
<snip>
Here, I see a disassociation. Ignoring the power title and description (which is allowed, since these are reskinnable!) how is one to imagine the power works?
It's easy enough to imagine that the power derives from a (literal) feat of strength: The fighter puts all of his strength into the blow, and pushes his muscles beyond their normal limit, to deliver the strongest, most powerful blow that he can. (Although, that does run into a problem: That doesn't sound like a power that should be reliable!)
The problem is that, unlike Ray of Frost, this is all imagined. The power has no concrete, in-game, detail that explains where the extra damage came from.
That right there seems to be a typical example of what is considered dissassociative.
I would say, though, that the problem is not inherent in the use of powers, or their application to fighters. I'd say instead that there wasn't enough effort put into creating a grammar for explaining fighter powers. Why does the wizard power have arcane and cold keywords, while the fighter power has none? Let's modify the fighter power slightly:
Brute Strike Fighter Attack 1
You shatter armor and bone with a ringing blow.
Daily ✦ Martial, Reliable, Weapon, Strength
To my eye, that seems to make a huge difference!
Tha would be one way of going, definitely. My preferred approach, though, is to see using Brute Strike as analogous to spending a Hero Point, in the way I've described above.
I don't think most players stop feeling like Batman because they just happen to have something lucky happen of their own choosing.
But they do stop feeling like Conan or the Grey Mouser because they just happen to get a lucky opening of their own choosing?
With the exception of some versions of Fate, and a few other corner cases, every RPG I can think of uses some form of hit points, whether it's D&D's hit dice, M&M&'s conditions, or GURPS's hit point system.
Rolemaster doesn't use hit points that resemble D&D's. It uses a system of penalties (some cumulative, some overlapping) accrued via crit rolls and concussion hit attrition.
Ask a boxer. Eventually, too much is just too much.
But boxers get fatigued. Their performances suffer. That is one way in which boxing matches are won.