The idea of abstract vs dissociated is separate to what I was talking about; if not completely unrelated. For example, D&D's conceit of referring to all humans as being of one race is abstract (as real humans are of many races), but not particularly dissociative. The ability to use rage once a day is dissociative, but not particularly abstract (it's quite discrete and well-defined).
You say these are unrelated (again), but I'm seeing the exact same thing.
It's simply not feasible to do multiple things in a combat round. Just how much you might be able to do is a matter of conjecture - and will likely change with situation and circumstance (bringing in an element of luck). But, for game system purposes, we simply say that there is a limit to the number of "actions" and "effects" that you can stack in there. This is an abstraction of the problem; we estimate what is reasonable
on average, and we set a system limit at that level.
By the same token, there are many actions or effects which it is simply impossible to do multiple times in quick succession. Either the action is particularly draining on the physique of the actor, or the circumstances required occur only infrequently, or the sequence of actions necessary to set up the manoeuvre only come together successfully on a few occasions, or some other limitation means that the feat cannot be attempted very often. A 'barbarian' rage is a good example of this; it would be unbelievable if a "berserker" never raged, but at the same time it is quite clear that they did not rage in every combat. We don't have very precise answers as to why this is/was, but it seems nevertheless to be true. How do we represent this in a game system? We say that the "barbarian" may only rage x number of times "per day" - with the exact occasions when s/he does so determined by the player. It's an abstraction, nothing more. You might prefer that the player have no say in when the rages occur, but then you would need to invent some sort of system that does determine when rages occur that is both fun and plausible. The obvious options (die roll to rage and GM fiat) are neither. The abstraction seems to me to be fine with the player "spending the resource" to time the rage as s/he sees fit.
See, the issue is not that it works once a day, but that every other time you try to use it during that day, it doesn't work, and there's no clear reason why.
In the game world, there
are clear reasons why - we just don't model them all. The alternatives to this are:
1) To model
every circumstance and resource that may lead to actions that clearly are not attempted every few seconds not being attempted every few seconds, or
2) Ignore all actions and abilities that are not routinely attempted every few seconds completely (unless we can invent some hokey excuse like "remembering" them, thus neatly restricting such possibilities only to invented, or "magical", effects).
The first of these I defy anyone to achieve in a playable system; the second is intensely unsatisfactory to me.
You got knicked, not enough to cause hp loss, but enough to scratch your skin and infect you with the poison.
Oh, great. Now, not only does hit point loss not always coincide with a physical wound (per Mike Mearls' hit point explanation a while back), but a physical wound does not neccessarily coincide with hit point loss... Remind me what "dissociated" means, again?