We have the fiction. This is an almagam informed by:That's just a badly designed monster or badly designed adventure pacing, take your pick. The fun of an encounter shouldn't rely on the party having specific resources.
As you mentioned on the previous page, your full definition is "if the reasoning can be learned, explored, or observed in-game" then it's not disassocciated. For example, from the essay:
Me: So what is this thing you're doing?
Rogue: I'm performing a series of feints and lures, allowing me to maneuver my foe right where I want him.
Me: Nifty. So why can you only do that once per day?
Rogue: ... I have no idea.
The rogue is able to observe this phenomenon. He just can't explain it. The latter is what causes the disassociation.
Sorry, still illogical to me in the bigger context. Too bad your Hypnotism spell can't mind-control me to think otherwiseAlternatively:
You: Nifty. So why can you only do that once per day?
Rogue: What? I can try it as often as I've got the energy for, because it is pretty tiring, but that doesn't mean it'll work all the time. Sometimes people react the way I want, sometimes I just get a decent hit in before they manage to block my attack.
If you say 1/day mechanism is not disassociated from the fiction, because in the fiction that power is only used 1/day, then it's a closed circle.
There's nothing to argue about.
Sorry, still illogical to me in the bigger context. Too bad your Hypnotism spell can't mind-control me to think otherwise![]()
Why isn't it observable in the game world? With Trick Strike, the rogue is maneuvering/forcing/scaring every opponent back, and he's successfully at doing this for an entire encounter. And it only happens up to once per day.The dissociation between the 1/day mechanic and the character with the 1/day mechanic by definition means that they don't have any concept of a 1/day mechanic. This is what dissociated mechanic means as far as I'm aware.
So, the character can't even tell that there is a 1/day mechanic. One character cannot ask the rogue why they can only do something 1/day because the fact that they can only do something 1/day is not observable in the game world.
Me: Oh, by the way, can I put you in a boxing ring?Me: So what is this thing you're doing?
Rogue: Fighting, taking advantage of any openings I see to injure and hinder the enemy.
Me: Nifty. Keep it up.
...Conversely, I think I draw my baseline somewhere between points 4 and 5. Which is not to say that anything is set in stone, I often rethink a fictional construct, but that's the general vicinity. So the adventure format, game mechanics, adventure pacing, even DM/player input, may or may not support my vision of what the fiction could/should be. You know how some people say, if you don't like the rules, change them? That's where my head is at. That's how I can see disassociation between mechanics and my baseline for the fiction.
Did I argue that correctly? Or am I belaboring the obvious?

Why isn't it observable in the game world? With Trick Strike, the rogue is maneuvering/forcing/scaring every opponent back, and he's successfully at doing this for an entire encounter. And it only happens up to once per day.
This isn't even a difficult observation to make make. The rogue is an experienced fighter, he's not fighting in a bewildered state. As in a boxing ring or street fight, the rogue is probably cognitive if your opponent seems to be holding the center and intimidating you into withdrawing, or whether you feel you have the upper hand and forcing him back all the time.
This is a difficult thing to answer. I get where you're coming from. I'm coming from a different direction, and it is hard to convey my thoughts on the matter in a way that could be satisfying to you. So, it isn't that either of us is right or wrong, its that the way we approach the characters, world, and mechanics all interacting with each other is slightly different.
It's very frustrating not being able to express myself on this directly. I'm going to have to take some time to think about it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.