A plot coupon is a dissociative mechanic. To me there is no difference. A plot coupon is the THING that is dissociative.
Then the defintion you gave us, and that I bolded( " I'm talking about the player modifying the story in a way that his character could not do."=, is wrong.
By your new definition, hit points are plot coupons, because hit points are dissociative.
The character would keep saying I do brutal strike again and again and again.
Why would the character says something I don't want him to say?
The character doesn't know he has a once per day limitation. The player though knows he can't do it again. That fits the bill. If you think it doesn't you are way over parsing my words.
He might be doing the same move once and again. Just that it does not do 4[w] damage, because you don't get the opening needed. For the character, it does make sense. It's like Myke tyson trying to launch "Brutal left hook of KO". He does it every "round". However, it only connects once.
Sure it does. The second I don't do brutal strike a second time because the player knows he can't the story is modified. The character would keep up the brutal strikes.
err... what??? How is the story modified because the player knows that? How is it different than the player not casting again his fireball? The story ISN'T modified. What you have, is that the explanation in-world, is different (the second explanation being "a wizard did it"). It does not modify the story. The story is that thing about the big bad dragon sequestering the princess.
The explanation is that he God imbued you with a limited amount of power. Perhaps thats all the God could give. Perhaps its all you can hold. Who knows. But the limit is real in the game world as it is described.
So, "who knows" stands for "a wizard did it" and "as a wizard did it, I don't care for more". It's what I've said: the chimp is small enough, that you can coexist with it in the same room. That doesn't mean others can. Some people see clearly the chimp out there, moving his hands, while Heronious let his paladin, his temple, and his whole followers die a horrible death just because he dosen't want to give the pc a third smite evil.
I wrote a blog on the WOTC boards under this name. Go read it. Thats all I care about. Metagame dissonance is the title. Dissociative mechanics or Plot Coupons, I don't care what you call them. I am talking about the exact same thing.
You maybe want to talk about the same thing, but what you explained there, what The alexandrian explained in his blog, and the definition you gave us a few post ago about plot coupons, do not match.
Dissociative mechanics are when you, as the player, know something your character does not. Hit points are disociative, just like martial dailies are.
What you said about plot coupons, not long ago, is that it's when you, as the player, do something that modify the story, in a way the character cannot to. By that last definition, HP aren't plot coupons, but martial dailies aren't either.
I only see one thing in common between that definition, and the first one. "things you don't like". Or, as I put before "too obvious gorillas in the room". Which are a subjetive view, and a case of selective perception.
An in world explanation makes it not dissociative. If I made up magical tatoos and said a fighter can touch this tatoo once per day for power then his daily would not be dissociative. Because there is a reason in the world. But without a magical explanation no power can have a daily limit and be associated.
Barbarians rages per day are magical then? Or they aren't associative?
I think the bolded part made it clear for you. You need "a wizard did it" to cause enough suspension of disbelief so you can comfortabily coexist with the ape in the room.
And what happens when the character decides in desperation to break his vow. Are you the DM giving him two dailies? Even the possibility it could be broken would make this example non-dissociative. See my tatoo explanation above for one that works.
Why would the character decide that in desesperation
if I, as the player, do not wont to?? Unless you, as the DM, dominate him, I won't make that decision, ever. My character is Lawful Neutral, and he won't break his vow, under any circunstances.
I'm for some cinematic license. But a daily power without a magical explanation goes far beyond what I can swallow.
So you ban 3.X barbarians, and the AD&D 2e Samurai (with 1x day Kiai)?
I'm using dissociative mechanic, plot coupon, and metagame dissonance interchangably. Sorry if this was confusing.
Frankly it was, because the definitions you gave are different. The common factor is that you don't like any of them, because all of them make the gorilla too clear. Which is abslutely fine. That's why people with different "tolerance to gorillas" have different editions they like Some of them are blind to 4e gorillas (like Tony with martial dailies), some others see those gorillas, but are blind to 3e ones (like hit points, high level fighters gaining a fortune with russian roulettes, or LG gods leaving their paladins fail and die for a metagame construct), and some others are blind to 2e gorillas (like clerics being more resistant to fall in a hole trap than rogues, because they have better petrification save throw).
It's a matter of selective perception. Each one's brain choses what things it's going to ignore, to make us happy with our game and not disturbing by the glaring gorilla.