TwoSix
Everyone's literal second-favorite poster
I agree that flavor without mechanical support is a very bland flavor, at best. It's why even for narrative games, I prefer something crunchier like Dresden Files.If the mere flavor is enough for someone, then the above is not likely to register as useful. It is not enough for me. I want some support from the mechanics that is inline with the flavor--or at the very least, not actively opposing it.
I'm trying to parse exactly where the point of difference is between the pro-4e and anti-4e camps on this issue, and where the difference between them is simply not bridgeable.
It seems that in 3.5/PF and prior, all mundane combat maneuvers have a certain baseline effectiveness. You can modify this effect by doing things like fighting defensively, or attempting to do tricks like tripping, disarming, sundering, etc. While the power of these modifications can be enhanced by feats or magic items, they're all baseline abilities. There are no in-fiction constraints on their attempt by any character (although I acknowledge there are system-based practical restrictions), and there's no ability to enhance their effectiveness by use of metagame resources.
I don't believe that encounter powers cause any consternation in and of themselves, it's the lack of tie between them and in-game fiction. If you know a special sword maneuver that's more effective, why aren't you using it again and again? "It's boring" is a metagame answer to an in-fiction problem.
But, at the same time, 3.5/PF acknowledges that mundane characters can have expendable resources, as the best-known example, a barbarian's rage. Resource expenditure is not limited to spellcasters in the traditional model, but the explanation must have a plausible fictional explanation for the ability's activation, duration, reuse, and recharge.
So, if we say a combat maneuver cause in-fiction fallacies, is there a model where a mundane character could have access to a resource that has one or two uses but recharges after a brief rest (say at the end of combat, and no exertive activity for 2-10 minutes afterwards, a "catch your breath" period)?
Say, some sort of token that represents a well-rested state? The character gains a +1 bonus while they have that token, but they can expend that token to do double damage on the next attack, or gain a +4 bonus to their next combat maneuver? Would such a system cause a breakdown in in-fiction cohesion for a traditional player?
I think it seems like a plausible system, but I'm trying to gauge the mindset of people who play differently then I do.