Raven Crowking
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My interest lies in what is worth considering in terms of my own design.
My point is that it's not enough for the game rules to stipulate that there is a method that can be learned, if the notion of such a method is contradictory or incoherent.I don't understand your question at all (that is, "What does it mean to "learn" or "explore" how one hides, non-magically, in plain sight?"). This seems so basic to me that I don't know where to start. What does it mean to explore how to apply an arm lock? That's literally the same thing, in my mind. The disconnect you seem to be having there is something I can't explain.
If there is some non-magical technique in-game that allows you to hide while being observed, than it can be taught (and thus learned by others). It can be explored. It can be observed. The same goes for evasion, though I'd probably see it as dissociative most of the time. If, however, it allowed you to phase your body reactively, without thought, when certain conditions were met, I could see it. I'd be hard pressed to accept it (my 3.5-based game doesn't allow Reflex saves while incapacitated), but at least it's associative.
This is already assuming that metagame mechanics are a response to a problem that ignores cure in favour of treating symptoms.My take on the whole disassociated mechanic issue is that a game is much better if it doesn't have to use them.
Eliminate the problem that causes the need for them and then they can go away.
It would be far more accurate to say
"The effects of disocciation is the result of the interplay of the choice made and the context within which the choice is made."
It ('disocciated') describes only how you related to a mechanic given your own choice or preference at the time it was used.
Well, as you know, I find less of worth in the essay than you do.What do you think about the idea expressed in the essay that 4e should have gone farther in terms of DisMech, specifically to increase (ii)?
This strikes me as obviously false. For example, as far as I know, no version of D&D has rules governing love, or the consequences of love (this is a difference from HeroQuest, for example, or The Riddle of Steel). Nevertheless I have played D&D games (and Rolemaster games, which in this respect resembles D&D) where romantic love has been a prominent part of the fiction, and manifestly has mattered.Any fiction that is not permitted (by the rules) to have consequence does not matter.
In HeroQuest, this issue is framed as a Credibility Test - with genre conventions as the starting point for adjudication, and with adjudication ultimately in the hands of the GM.what if the battle is taking place in a jungle (to be extreme) and the player declares there's a rug on the ground? Does that mean he genuinely believes that there are rugs in the jungle, or is he just throwing out an excuse so to speak to use the mechanic? And if he did make up a limp excuse, does that make it any less legitimate?
Does this tick your first box: the GM describes to a player how the player's PC notices his mortal enemy across the street, and the player responds by saying "Cool, I run across the street while drawing my sword to cut her down!"?The observer assigns 1 point any time one of the following occurs:
- a player invokes a game mechanic as a direct result of a perceived fiction (ie., enemy is standing on a rug, so I'd like to use a Str check to pull the rug out from under him)
- a player refrains from using a game mechanic, despite the mechanic being legitimate or even optimal, because the imagined effect is perceived as lacking plausibility (ie., a zombie knocking a hydra prone)
Except that it's only a death blow because the character is low on hit points. Mechanically, it's just another roll of the old d8 damage die. What in the fiction does this damage roll correspond to. And what in the ficiton does this low hit point status correspond to? A liability to being killed by some indeterminate set of weapon strikes?As evidenced by their lack of ability to avoid that death blow as well as they could when they were fresher. And that works well enough for me.
It's getting there. The module in the Monster Vault outlines a social skill challenge to deal hit point damage to the solo at the end of the module.In 4E terms, I suppose this would be a rogue power (or similar) that produces hit point "damage" on a target, but is:
1. Dependent on sneaking, trickery, or the like, and
2. Negated if the final attack misses.
this would seem to be an area where 4E is failing to pursue an avenue of its design that is unique to it.
I think you extropolated the statement a bit out of context. Make love (not war) as much as you want.This strikes me as obviously false. For example, as far as I know, no version of D&D has rules governing love, or the consequences of loveAny fiction that is not permitted (by the rules) to have consequence does not matter.
I think I like the idea, as well as ThirdWizard's description of FATE Declarations, but if DMs can raise the DC as high as they want to effectively negate a fiction they don't want to exist (for "good" or "bad"), I don't see how it's any different than "old school" DM adjucation that some people enjoy being removed from.In HeroQuest, this issue is framed as a Credibility Test - with genre conventions as the starting point for adjudication, and with adjudication ultimately in the hands of the GM.
No, I've decided I would cancel that scoring altogether, for the sake of a more rigorous methodology. If you move away into subjective assessments, then the thought experiment is swayed too much by the interpretation of the observer and the statistical noise of a multitude of scenarios.Does this tick your first box: the GM describes to a player how the player's PC notices his mortal enemy across the street, and the player responds by saying "Cool, I run across the street while drawing my sword to cut her down!"?
No, because the player didn't ultimately refrain from using the ability. The thought experiment would measure the tolerance limit for what is "too much disassociation" as perceived in actual gameplay by thousands of gaming groups over many gaming sessions, and the only way to rigorously measure is that is when you force a binary measurement of "did they do it, or did they not do it?".Does this tick your second box: a player expresses a desire to use a mechanical ability, someone at the table expresses some curiosity as to what in the fiction the ability represents, a brief discussion ensues, and the ability is then used?