innerdude
Legend
Okay, I just looked up something in the D&D 4e Monster Manual I, the Deathlock Wight's "Horrific Visage" power.
Horrific Visage (standard; recharge 4, 5, 6) * Fear
Close blast 5; +7 vs. Will; 1d6 damage, and the target is pushed 3
squares.
That's all you have in the description of the power.
As I understand it, if you're playing according to 4e's assumed scene-based narrative sensibilities, the DM can describe this any way he or she sees fit--
"The Deathlock Wight opens its mouth wide, wider than any creature of flesh, and screams."
"The Deathlock Wight conjures a vision of abyssal horror that envelops you."
"The Deathlock Wight catches and holds your sight, and an indescribable horror overcomes you, your muscles clenching like a vice."
Great! Fun, evocative, narrative flavor.
But.....
Does the wight have to be looking at you to invoke the power, or can it do it to you even if you're directly behind it and it isn't looking?
Is the power magic? Does an anti-magic barrier stop it?
It says it's a fear based power, and it attacks Will--does that mean it can be used against one of us if we're using a scrying ritual? The scrying ritual doesn't mention if powers can be used against me while scrying.
If it does use it on me while scrying, does it still push me back 3 squares?
If we've chosen the scream narrative, does a silence spell counter it?
If we've chosen the abyssal horror narrative, can a player close their eyes to ignore it?
What if I'm playing a Paladin, and narratively I see my character as being immune to undead fear effects. Does that mean the power is causing physical damage to me, because narratively that's what makes sense to me, even though the power says it's a Fear-based Will attack? Does that mean it's actually targeting AC for me, and not Will?
Any one narrative description is perfectly acceptable for an individual scene. But to then not carry that narrative forward, so that a player/character can benefit from their first hand experience and knowledge seems brutally disingenuous.
What about another power with the same monster:
Grave Bolt (standard; at-will) * Necrotic
Ranged 20; +6 vs. Refl ex; 1d6 + 4 necrotic damage, and the
target is immobilized (save ends)
What is a "Grave Bolt"? What if I narratively describe it as a ball of unholy light that bursts from the wight's hands, hurtling towards its foe?
Fighter PC: "Damn, we just fought one of these things, I'm going to chop off its hands, so it can't cast that bolt thingy."
GM: "You can't do that."
Fighter: "Why not?"
GM: "Because I'm ruling you can't cut off the wight's hands."
Fighter: "Wait just a minute. I'm a BIG DAMN HERO, with a BIG DAMN MAGICAL SWORD, with massive feats in sword fighting. But you're telling me that even though my magical sword can HURT a wight, it can't sever a limb?"
GM: "Fine, you can cut off its hands, but it doesn't matter. The whole hand thing was just for that one wight."
Fighter: "Well frak me then, how does the bolt work for this one?"
GM: "It conjures a piece of ethereal finger bone, and shoots it at you."
Fighter: "Whiskey. Tango. Foxtrot, mate."
In essence, the GM is punishing the player for coming up with a creative idea, when the Fighter PC did nothing more than make the natural, logical leap that one wight is like another.
(And as an aside, isn't one of 4e's big tenets to "Say yes to the player"? How can you "Say yes to the player," when no two scenes have any possible overlap of "narrative consistency"?)
Call me crazy, but not only is a scenario like this "dissociative," it carries the even bigger penalty of discouraging player creativity.
Of course one answer to our dilemma is, "Come up with better narrative for the Bolt power, or don't bother with narrative at all."
But do proponents of scene based narrative resolution not see the inherent problems with that answer?
To my knowledge, the premise in favor of dissociative mechanics is, "Narrative based resolution mechanics provide more freedom for controlling individual scenes and character actions within the scenes."
Unfortunately, we've also stumbled on to an unexpected antecedent: "Since no one scene-based narrative device can be assumed to be carried into another scene, future player inferences about any given mechanic are impossible, other than the actual mechanical results." This is the catch. Right here. This is the thing that can't be explained away.
It's very similar to the firestorm created by the Robot Chicken episode where Perkins said a player couldn't attack a door with a power. There's lots of reasons that judgement got made, but having looked at the concept of dissociation a bit more, it's my sense that one of the reasons is that the GM is essentially conceding that he can't allow certain things, because he can't carry the inference created by a particular "narrative" beyond a single encounter without, you guessed it, treating the "narrative" as a house rule.
Again, I realize that in a SINGLE INSTANCE, for a single scene, for a single circumstance, any one narrative resolution can be satisfying. But carried outside the individual scene, there's a landmine awaiting.
Of course, this can all be avoided if the GM simply avoids using narrative elements at all, and merely describes the mechanical effects.....but oh wait, I thought the entire point of dissociated mechanics was to LET the players and GMs create narrative, because it's "immersive" and "engaging."
Horrific Visage (standard; recharge 4, 5, 6) * Fear
Close blast 5; +7 vs. Will; 1d6 damage, and the target is pushed 3
squares.
That's all you have in the description of the power.
As I understand it, if you're playing according to 4e's assumed scene-based narrative sensibilities, the DM can describe this any way he or she sees fit--
"The Deathlock Wight opens its mouth wide, wider than any creature of flesh, and screams."
"The Deathlock Wight conjures a vision of abyssal horror that envelops you."
"The Deathlock Wight catches and holds your sight, and an indescribable horror overcomes you, your muscles clenching like a vice."
Great! Fun, evocative, narrative flavor.
But.....
Does the wight have to be looking at you to invoke the power, or can it do it to you even if you're directly behind it and it isn't looking?
Is the power magic? Does an anti-magic barrier stop it?
It says it's a fear based power, and it attacks Will--does that mean it can be used against one of us if we're using a scrying ritual? The scrying ritual doesn't mention if powers can be used against me while scrying.
If it does use it on me while scrying, does it still push me back 3 squares?
If we've chosen the scream narrative, does a silence spell counter it?
If we've chosen the abyssal horror narrative, can a player close their eyes to ignore it?
What if I'm playing a Paladin, and narratively I see my character as being immune to undead fear effects. Does that mean the power is causing physical damage to me, because narratively that's what makes sense to me, even though the power says it's a Fear-based Will attack? Does that mean it's actually targeting AC for me, and not Will?
Any one narrative description is perfectly acceptable for an individual scene. But to then not carry that narrative forward, so that a player/character can benefit from their first hand experience and knowledge seems brutally disingenuous.
What about another power with the same monster:
Grave Bolt (standard; at-will) * Necrotic
Ranged 20; +6 vs. Refl ex; 1d6 + 4 necrotic damage, and the
target is immobilized (save ends)
What is a "Grave Bolt"? What if I narratively describe it as a ball of unholy light that bursts from the wight's hands, hurtling towards its foe?
Fighter PC: "Damn, we just fought one of these things, I'm going to chop off its hands, so it can't cast that bolt thingy."
GM: "You can't do that."
Fighter: "Why not?"
GM: "Because I'm ruling you can't cut off the wight's hands."
Fighter: "Wait just a minute. I'm a BIG DAMN HERO, with a BIG DAMN MAGICAL SWORD, with massive feats in sword fighting. But you're telling me that even though my magical sword can HURT a wight, it can't sever a limb?"
GM: "Fine, you can cut off its hands, but it doesn't matter. The whole hand thing was just for that one wight."
Fighter: "Well frak me then, how does the bolt work for this one?"
GM: "It conjures a piece of ethereal finger bone, and shoots it at you."
Fighter: "Whiskey. Tango. Foxtrot, mate."
In essence, the GM is punishing the player for coming up with a creative idea, when the Fighter PC did nothing more than make the natural, logical leap that one wight is like another.
(And as an aside, isn't one of 4e's big tenets to "Say yes to the player"? How can you "Say yes to the player," when no two scenes have any possible overlap of "narrative consistency"?)
Call me crazy, but not only is a scenario like this "dissociative," it carries the even bigger penalty of discouraging player creativity.
Of course one answer to our dilemma is, "Come up with better narrative for the Bolt power, or don't bother with narrative at all."
But do proponents of scene based narrative resolution not see the inherent problems with that answer?
To my knowledge, the premise in favor of dissociative mechanics is, "Narrative based resolution mechanics provide more freedom for controlling individual scenes and character actions within the scenes."
Unfortunately, we've also stumbled on to an unexpected antecedent: "Since no one scene-based narrative device can be assumed to be carried into another scene, future player inferences about any given mechanic are impossible, other than the actual mechanical results." This is the catch. Right here. This is the thing that can't be explained away.
It's very similar to the firestorm created by the Robot Chicken episode where Perkins said a player couldn't attack a door with a power. There's lots of reasons that judgement got made, but having looked at the concept of dissociation a bit more, it's my sense that one of the reasons is that the GM is essentially conceding that he can't allow certain things, because he can't carry the inference created by a particular "narrative" beyond a single encounter without, you guessed it, treating the "narrative" as a house rule.
Again, I realize that in a SINGLE INSTANCE, for a single scene, for a single circumstance, any one narrative resolution can be satisfying. But carried outside the individual scene, there's a landmine awaiting.
Of course, this can all be avoided if the GM simply avoids using narrative elements at all, and merely describes the mechanical effects.....but oh wait, I thought the entire point of dissociated mechanics was to LET the players and GMs create narrative, because it's "immersive" and "engaging."
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