In Defense of the Theory of Dissociated Mechanics

Quite a few of the class powers in 3e simply state what the power does without giving an explanation of what is going on in the game world, of how the power is accomplished. It's particularly noticeable with the extraordinary abilities, which, being supernatural* but not magical would seem to require more explanation. Examples include: the barbarian's fast movement; the druid's animal companion, woodland stride, trackless step, venom immunity and timeless body; the monk's timeless body and tongue of the sun and moon; the ranger's woodland stride and hide in plain sight; the paladin's divine health; the rogue's special ability opportunist. This would seem to lay them open to the same objections The Alexandrian levels at the besieged foe power, of being open to multiple interpretations.

I don't really follow. Barbarians are non-magically fast. Druids have an animal compaion that loyally follows them around. "Woodland strike" is... striding in woodlands. Trackless steps means you don't leave tracks. Rogues make attacks ... opportunistically. The rogue one is a little less clear, but they attack when someone else distracts their opponent. In every case, it is pretty clear what the character is doing.
 

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When a GM determines what happens behind the scenes, this would, in fact, be disassociative, even if the GM'd goal was to simulate the course of events s/he feels most likely to happen. The GM steps "out of" the NPC avatars and determines likely events from a remove.

Thank you. That whole reply was very helpful. Here is where my disagreement lies, as an empirical matter, and has nothing whatsoever to do with disassociation being good or bad.

My experience, and I have discussed this with people at our current table, and observed it from many others, is that outcome-based methods are not disassociated in practice for us, but in fact highly associated with the fiction. Often, they are even more so than competing process-based methods.

For example, one of the ladies in our group who isn't much up on mechanics, and whose main focus is nearly always characterization. She wants to take the flavor of what her character is, act on that according to the scene, and let someone else help her with the mechanics. She barely considers the mechanics at all. It wouldn't bother her is someone else rolled her dice for her.

She seldom played warrior types in 3E (or Fantasy Hero). Too many mechanical decisions to be made to make the process come out with a result she can predict, and too annoying and fiddly for other people to help her with it (for her and them). She was particularly annoyed by not being able to keep foes off her friends. Give her the 4E fighter, and she is all over that. She plays the fiction as she and we imagine the scene, and there is usually an option somewhere on the sheet that someone can tell her to use to get that likely outcome mechanically.

I don't think the Alexandrian understands that some people are not process driven.
 

Does it help, for anyone bothered by this, if the associations are made earlier and/or are locked in once made?

That is, if your rapier-wielding fighter flavors the brutal strike that way, then that is the way it stays. Perhaps you even flavored it that way before it first came up. Another fighter, might flavor it a different way, but whatever he picks, stays the same for him. Presumably, if this matters to you on this level, then your guy can't just pick up, say, a great axe, and use the power. You can probably still use it for a spear or other thrusting polearm, or any thrusting sword or dagger.

<snip>

How is that different than, say, reskinning 3E magic missile as purple darts that you unerringly throw, but keeping the mechanics?

I'm finding that I'm most accepting of the "brutal" part of the strike. I can apply "brutal" to many weapons, and it applies differently in each case, although, the end result, expressed as hit point loss, turns out to be the same.

A part of the difficulty is in the result: How is the result different than an improved critical (to use 3E vernacular)? As an example, in the local game which I regularly attend, we use exploding criticals: On a critical confirmation, if you roll a 20, you keep rolling, as long as you keep getting a 20. Each additional 20 increases the multiplier by one.

That gives a result which is similar to Brutal Surge, with a difference that the player does not control when the result happens. (This result tends to happen less often than Brutal Surge, but I take that as a small difference.)

That distills the difference to one of player control: Does the player control when an exceptional result occurs, or does chance? And, that difference is what matters to many: The difference grates at some folks, and is fine to others.

That is, even if one provides an explanation (e.g., an extra large and powerful attack, or, a blow on a vital point), the issue of control remains. I think those two issues (whether the power is explained vs. whether the option to apply the power is at the players direction) should be separated, as they contribute independently.

I'd like to add, while the focus has been on 4E, that detracts from the question of whether disassociation is a useful concept. There are certainly many abilities in 3E which are disassociative. I find that Chill Touch is explained "well enough" to meet my satisfaction. On the other hand, Arrow Mind (from Spell Compendium, which means that attacks with a bow do not provoke attacks-of-opportunity, and, allows a bow to threaten adjacent squares), is to me very terribly disassociative. I see that as the result of Arrow Mind being defined, foremost, in terms of game abstractions, and not as the result of an intermediate effect which is then interpreted using the standard game rules. Circular initiative and attacks-of-opportunity also have problems, mostly which we "get over" and accept as necessary for playability.

As far as reskinning magic missile, there are feats (or perhaps simply class options) for creating "signature" spells: Providing a spell with a unique appearance. That is important for one who is trying to determine what spell is being cast, and may affect the spellcraft DC to identify the spell, but the underlying effect is unchanged: Magic missile remains a missile of force, which must target a creature, which cannot miss, and which interacts in particular ways with incorporeal or ethereal creatures.

For other spells, I don't know. Reskinning lightning bolt as a stream of purple wasps, without using Energy Substitution, doesn't work for me. But if a player wanted to have their lightning bolt look more like a fast stream of small balls of electricity (say, like a very fast roman candle), say with lots of sparklies along the way, I'd allow it. A problem is that the effect is a bolt, which limits the details of the description.

I'm having to think now about where I stand on the player control question. In a game like the (new edition) Warhammer Fantasy Role Play, the idea of fate points works for me. But, the system as a whole has features which resonate with the idea of fate points. (I don't remember the details, but players have pools which are used for various purposes, which seem like fate points on a smaller scale.) Also, the idea of rolling initiative in a common pool, with the individual players choosing which player uses each particular initiative seems to fit pretty well along these lines.

On the other hand, daily and encounter powers, as introduced by 4E, I find rather jarring. I'm feeling a dissonance between critical hits (which occur at random) and some power effects.

Thx!

TomBitonti
 

Some people, notably RC and Pawsplay, are being careful and rigorous in their claims. Others, not quite so much. If you take the sum of all the claims made thus far, by everyone saying what is "disassociated", then a lot of time-honored techniques (well before 4E was even a gleam in someone's eye) are lumped in that bucked.
Yes, I think that, yes, technically, a lot of time-honored techniques are lumped in that bucket. I think it's been acknowledged repeatedly that every game has some level of dissassocation. On page 9, I hypothesized that an example of maximum association is playing a match of rock-paper-scissors to adjucate which character wins at a fictional/in-game match of rock-paper-scissors. I think that it's been acknowledged that disassocation is not a judgement value per se, and some amount is inherent to any RPG and every mechanic. I think that a rigorous definition is, well, mental masturbation at this point, but it's fun, I guess.
 


The Dip of the Elder Gods

Before I forget ...

And then he goes and writes blog entries saying why your dip is a Sign of the Beast, and has moved beyond what dip is allowed to do, less the elder gods be upon us. And then you get evangelist that go out and spread this message to the benighted peasants, every time they dare contemplate said dip.

Had me laughing out loud.:)

Coolest quote that I've seen in a while.

Tom Bitonti
 

Those are really strong claims! Especially the latter. I'd rather see some justification for them, before considering a reply.

I worded that a little strongly. Not every result-driven method is dissociative. Only those which are inherent to a single character. Controlling an army or a siege engine division is more difficult to be dissociative, since there was never any association of that entity with the character layer.

Also, I would argue that any simulation that is outcome-based isn't really a simulation at all, but rather a method of world creation and modeling.

Take an orc lair. There might be rules that every orc lair has 2d4 males, 1d4 females, and 1d4+1 orc children. (After all, how can we simulate alignment without orc babies? :) ) Is that a simulation? No. All it does is present a plot point in a manner that appears more organic than it would if every orc lair has 5 men, 3 women, and 4 babies. The input parameters are immaterial, and thus no process is being simulated. If the output doesn't change based on the input, you're not simulating anything, because everything that happens in the real world is part of a process. Without rules of process, there is no simulation.

It's also why I think simulation is a terrible word for whatever it is the traditionalists are trying to get out of D&D.
 



I am begining to suspect that you didn't actually read the essay

It had been awhile, though I went over it very carefully several times when it was first written. So just for you, I went back an reread it. Actually, I concentrated on the nuts and bolts, and the specific parts that you are calling out.

After as much of this reread as I could stand, my conclusion is that my memory has been more generous to the author's case and his manner than were warranted by an objective reading.

Obviously, in the essay, "dissociated mechanics" mean "mechanics that are dissociate one particular thing from another particular thing". That they may be associated with something else should be obvious. In this case, the particular things being dissociated are the player decision from the avatar's POV.

No. That is the point. It is not "something else". It is the particular thing. This is why there is "roleplaying" and "interaction with the fiction" in a way that is not getting through. People do not associate in the same ways--not even for player decisions to avatar's POV.

I think you are edging into one objection to my last post, though, that has some real merit. It is not the problem that the author doesn't understand that not all people are process driven and that I do (though I think that happen to also be true). Rather, it is neither he, nor I, nor apparently a whole bunch of other people fully understand the range of how association works. I'm simply more aware of my limits in this matter than he is.
 
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