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D&D 5E With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base

Can you explain why those things work better?

And do we agree they accomplish the same thing as the AEDU structure, ie limiting the opportunities for special/extraordinary results?

I wasn't asking for specifics re: implementation of a fatigue system.

You do realize that the "in world" explanation matters as to whether something is a dissociative mechanic or not. A Paladin could have a daily power if the explanation is that his God grants so many dailies per day. That is because it's magic and you can pick how it works.

Fatigue is something real. People do get tired and it's at least conceivable that you could do less as the battle wears on. Again I'm not saying it's realistic but it is conceivable. It's something the character could be thinking right along with the player. It's why I have often said that if they were a bit more careful in their design they could achieve some of the goals of 4e without offending all the other people. Note I said some.

There are many reasons I dislike 4e. The most glaring for me is dissociative mechanics and thus we are here. I also don't like every class being AEDU which is how 4e started. But that is not because it's dissociative necessarily. If you had no mundane classes at all I suppose it wouldn't be. I'd still dislike that approach to game design. A daily limitation has to have an in world explanation that a character would buy not just a player. If not then it's dissociative. You can't explain it by letting the player dictate fate. Because then the player knows stuff the character doesn't know.
 

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1: Why? You are modelling the process at the expense of the outcome. See [MENTION=3887]Mallus[/MENTION]'s neat summary of why this is bad.
I suppose because process is part of the immersion of many people. They tried your approach and lost at least half if not more of their playerbase.


2: Here's a baby with bathwater issue. Because it doesn't do it well doesn't mean it shouldn't try. But this is provisionally acceptable.
3: This can happen if and only if there is another constraint presented on which power you are allowed to use. Spamtastic approaches you offer that reward merely doing the same thing over and over again are not acceptable.
Well hopefully the powers are written to be situationally relevant. I do think when standing toe to toe and slugging it out though what else is there but attack for a martial character? I guess this is one of those situations where you are bothered and I'm not. That is ok.

You can possibly fix this with a second mechanic - for instance a roll for each combination to determine whether you gain the advanced version of it this turn - and you roll before picking what you do......
I don't think your system would bother me from a dissociative perspective. On the WOTC board I did propose a crit-like mechanic. Whenever the fighter exceeded the enemies AC by a certain number they go to use a manuever from a pool. You could have more advanced manuevers have a higher difference number. This produces the same result ultimately. It is though out of the hands of the fighter WHEN it will happen but the fighter still chooses what he does when he gets an opening.

Basically the dice determine fate which is far more palatable to me than letting the player dictate fate.
 

In normal life, most people stop at "Damn, that shirt is ugly".

They don't go on to create their Grand Unified Theory of Ugly Shirts, or if they do, they understand the act as one of self-deprecating humor and not legitimate, or even bastardized, critical inquiry.

"I don't like X" is inarguable.

"I don't like X. Here is my theory explaining why I don't like X and why it applies to you. Also, if you don't agree, you clearly don't understand" is a signed invitation to an argument!

Dang, really must spread some XP! :)

Only thing I want to add to that is that if said Grand Unified Theory of Ugly Shirts manages to drag in some really offensive concepts in the course of its bastardized, critical inquiry, then this is going to tend to drag the whole discussion down into the mud for everyone. It can't help but. You've got people coming along with experiences that, to them, match the theory, but perhaps unaware of the offensive concepts. And you've got opponents of the theory having to deal with the yucky parts while trying to talk about whatever is worthwhile or salvagable in the rest of it. This will tend to make them cranky. :o

And then you'll have people wearing said ugly shirts because they like them, or not wearing them because they dislike them--both innocent of this whole discussion, but tarred by it nonetheless. It's not their fault that the shirts are now more than clothing, but also a symbol. Unfair, but that's life.
 

On openings in combat..

Sometimes I make them. Sometimes I get them because I am on the lookout for them. Either way they are limited and I need to actively try to exploit them (this incidently is why I say some random power use mechanic might be better than strict AEDU). And they are something I actively try to exploit when I see. And I see them through chunked information (honestly, the thing that helped the most in my skirmish fighting wasn't swordplay so much as dancing and floorcraft).

I tend to like this idea (random "openings"), although I'm not sure how to apply it equally/fairly to all classes. Maybe it wouldn't need to be. I'd also want to be sure and have it work without slowing down combat. Maybe fighters roll an extra "opening" die and its result points to a "stance" or "form" table entry which they can elect to use or not this round. As fighters level up, they get new and improved "openings" to put in their stance tables.
 

OTOH, are they mutually exclusive? Isn't "ugly" subjective by definition, so that it's equally valid to claim 'that shirt is ugly'? It may not be nice, especially to the shirt designer or a person who likes that shirt. But is it logically invalid if the speaker defines 'dissociated' as subjective (like ugly)? In that case, 'this mechanic is dissociated' may be perjorative in certain circles but still a valid statement?

As a kind of short-hand in passing, by someone that was just making a quick statement, I wouldn't have any problem with blurring the distinction. After all, people do that all the time. Heck, I do it all the time. It is understood to be a kind of short-hand, subject to clarification if and when it matters. (Most of the time, it doesn't, because people know what was meant.)

OTOH, if someone writes something purporting to be a critical analysis of X, and then uses such shorthand, and then never corrects it, and then has several supporters flood message boards citing said theory as an authority--then not so much. And that isn't even getting into the rather trollish behavior of some of the more rabid supporters, which would be enough to give the critical analysis a bit of a black eye even if it weren't deserved otherwise. Nor does it address the ranting aspects of the original.

If so inclined, I suspect that Nagol or Innerdude could write an alterate version of the essay that would be largely accepted by most everyone. (We'd still have healthly quibbles around the edges, but then that's a useful thing in critical analysis--to suss out the nature of the boundaries.) There'd be a lot less traffic generated, because a lot less controversy, but the signal to noise ratio would be significantly improved.

I could write an alterate version of the essay that would be much better than the original, but probably not hit that same level of acceptance. I'm currently too irritated by the nasty parts of the original to let them pass, as an alterate should. (Knowing people with real "disassociation" issues from trauma will do that to you.) Moreover, I don't value immersion strongly enough to give it a fair shake in such an essay.

It also depends, of course, if the author cares more about generating buzz and traffic or getting closer to the truth, whatever it may be. That's probably cynical, but I think warranted in this particular case.
 

On openings in combat..



I tend to like this idea (random "openings"), although I'm not sure how to apply it equally/fairly to all classes. Maybe it wouldn't need to be. I'd also want to be sure and have it work without slowing down combat. Maybe fighters roll an extra "opening" die and its result points to a "stance" or "form" table entry which they can elect to use or not this round. As fighters level up, they get new and improved "openings" to put in their stance tables.
I was thinking of alternatives to Vancian recently, and it occurred to me that one would be a chance of failure. Say a standard day consists of 20 rounds. A 'daily' can be used in one of those 20 rounds. You'd get the same use out of it if it had a 5% chance of working (or being available on a given round), with 'failure' still allowing you to use your at-will. In other words, it'd be a critical hit. Multiple dailies would, of course, correlate to having a better chance of pulling off such a critical...
 

Serious question: what's the difference between a fatigue system and 4e's AEDU structure, particularly w/r/t choice of action, ie, the thing that supposedly separates 'dissociated mechanics' from abstract mechanics?

I think there is a difference. The fatigue point system is saying, "In the game world your guy only has so much energy to use special manoeuvres; we use Fatigue Points to abstract that energy." Fatigue points are explicitly part of the game world.

The AEDU system is only implicitly part of the game world. Some powers rely on the players to place them within the game world. Which they can do, of course, but before the players use them the powers don't yet have any set place in-game.

So when Justin Alexander says:

An associated mechanic is one which has a connection to the game world. A dissociated mechanic is one which is disconnected from the game world.​

I see that fatigue points have that connection baked into the mechanics before play, whereas Come and Get It needs that connection created at run-time by the players.

Well now. If that's true then maybe I finally get it.
 

I think there is a difference. The fatigue point system is saying, "In the game world your guy only has so much energy to use special manoeuvres; we use Fatigue Points to abstract that energy." Fatigue points are explicitly part of the game world.
The way I look at it, the reason fatigue points are part of the world in the first place is clear: to limit the number of times a PC can use their super-moves, ie it's explicitly gamist, and not a modeling methodology.

If you were really attempting to model fatigue, the fatigue system would cover more kinds of physical exertion that commonly occur during combat, like moving/running in armor --and not just flashy combat super-moves-- but that would, I think everyone would agree, bog things down. It's opening a big ole can of worms.

So they're explicitly part of the game world, except in the ways they aren't (when they're just a transparent metagame mechanic). To my mind, they're not far removed from something like AEDU, ie a marginal difference, not a categorical one.

The AEDU system is only implicitly part of the game world.
Agreed. But it's not a big deal for me, personally, and I've never encountered a player whose sense of character immersion, or lack of, was rooted in mechanical minutia -- immersion was always a product of larger-scale campaign intangibles; setting, NPCs, quality of DM, plot.

I've only encountered people like that online :).

For the record, I treat the rules/mechanics as approximations of the in-game world (and not their 'physics'). I start from the assumption it's my job to connect the rules procedures with the in-game fiction. This is how I made my peace with several of D&D's traditional core mechanics, ie hit points, saving throws, Vancian casting.

When I DM, the "reality" of the setting comes from words I speak aloud. The rules are just a bunch of guidelines for resolving low-level actions. They aren't, and aren't intended to be, the primary lens by which I-as-my-character understand the fictional world the game takes place in. The rules are what I-as-a-player need to know, in order to get things done.

Trying to explore the fiction of the game world as a player via the mechanics strikes me as being as sensible as running a painting under an election microscope in order to gain an appreciation of art. I imagine a small, select group of people might find that enterprise terrifically interesting -- but the general museum-going public? Not so much...

I really like the idea a single set of (simple) guidelines (rules) can be clothed in many different fictions -- that way, I don't need to design custom mechanics for each one of my settings/campaigns.

Some powers rely on the players to place them within the game world.
I'd say almost all powers rely on that, regardless of edition.

Try describing how a person with a sword fights a bear or a dinosaur without the players & DM helping out with the fictional positioning, or what a saving throw looks like, or, well, you get the idea.

Come to think of it, I'd say the willful act of 'positioning' the raw output of the game's procedures/algorithms in the shared in-game fiction is a big part of RPG play. A huge part. The rules and the players and the DM are all partners in creation.

I see that fatigue points have that connection baked into the mechanics before play, whereas Come and Get It needs that connection created at run-time by the players.
They're baked-in... but still half-baked! :) (because they only pretends to address modeling something, ie exertion)

Well now. If that's true then maybe I finally get it.
Cool!

I still think it's a terrible critical framework, but that's mainly because of JA's canny refusal to apply his critiques to mechanics he personally approves of. Well, that and his insistence the close connection between a mechanic and the fiction --without regard to outcomes??!-- produces a stronger sense of immersion.

To which I ask: immersion in what?
 
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You do realize that the "in world" explanation matters as to whether something is a dissociative mechanic or not.
I guess what I realize most is the in-world explanation for any given PC ability is merely a piece of fiction, one which, in all likelihood, is being used to justify a game mechanic that exists for game reasons.
 

You do realize that the "in world" explanation matters as to whether something is a dissociative mechanic or not. A Paladin could have a daily power if the explanation is that his God grants so many dailies per day. That is because it's magic and you can pick how it works.

Fatigue is something real.
But 'fatigue' for heroes who can do super-human things is a lot less real. And, of course, there are any number of explanations that might be satisfying to one player or another.

So, what you're really saying is that, for you, magic can be made associative because any explanation is OK, but, for you, martial is dissassociative if /you/ can't or won't come up with an explanation that you find associative.

That's fine, for you, but nothing to build a system around.
 

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