Alzrius
The EN World kitten
pemerton said:If we're going to have another go-around on so-called "dissociated" mechanics, can we all at least take this thread as read?
Apparently not, since you suggest moving this topic to another thread...and then reply in this thread.
pemerton said:This is not correct. A blow that deal 8 hit points of damage to a fighter with 80 hit points, but who has already taken 79 hit points worth of damage, is not a deep scratch along the forearm. It is the same blow as is suffered by the commoner.
In other words, to know what it means to lose N hit points you need to know the current hit points of the character who is hit, as well as, perhaps, their total hit points. Probably also what it is that is doing the damage (a mace will tend to bruise rather than scratch, for instance). Etc.
There are game systems where this is not true - where the injury mechanics do not depend, for their interpretation, upon all these relativities. (Rolemaster is one example). But hit points do have these dependencies.
I'll grant you that, but it's only a minor change to the basic structure that I outlined above - hit point loss is still associated with physical damage, where the nature of the wound taken is not an absolute determined by how many hit points are lost.
pemerton said:The fact that my PC has only 2 hp left limits my ability to attempt to do something - namely, beat all the goblins single-handedly - and there is no ingame rationale for this: I fight just as well as I did when I had my 80 hp at the start of the day, my armour is still solid, my sword is still +2 of life stealing, etc.
Incorrect. Your ability to attempt to do this is unimpeded - you can attempt to fight off all of the goblins with 2 hit points or 200 hit points; that you're allowed to try is what's fundamental here. How likely you are to succeed is a completely different matter. That's different from a scenario where the rules flat-out disallow you from even trying once you fall below a certain hit point threshold.
pemerton said:In 3E there is a notion of Power Attack. Now I personally find this completely incoherent in an abstract combat system - given that the system has no notion of precision in respect of attack rolls, I can't see that sacrificing to hit bonus for damage is anything more than a mathematical manipulation. But a lot of people seem to think it models swinging wild but hard.
Let's allow that that is what is going on, then why can't any warrior attempt this? The limitation arises simply for a metagame reason - the player has or has not spent a PC build resource (ie a feat slot) on the Power Attack feat.
This is exactly why Sunder, Disarm, etc. made the transition from feats to combat abilities between 3.0 and 3.5.
That said, I'm not sure what your point is here, except to say that you think that some feats are dissociated. I don't disagree - exception-based game design for purely physical abilities is a tough needle to thread, insofar as trying to explain why one can't even make an attempt to do something.
That said, I feel that 4E was a far greater offender in this regard than 3.5E was, due to the limitations of class-based "encounter" and "daily" powers for physical abilities, as compared to a handful of combat-oriented feats.
pemerton said:If you don't like that example, how about this: my PC wants to jump the gap (but I haven't spent enough resources on jump skill) or my PC wants the gods to answer his prayer (but I haven't spent enough resources on levels in the cleric class).
These are poor examples - in both of them you can attempt to jump the gap or pray for divine intervention; it's just that you have little hope of success. You're not disallowed from even trying, which is the key.
pemerton said:I mean, you can come up with ex-post rationales for these if you want (my legs aren't strong enough, even though I have an 18 in STR; the gods aren't listening to me, even though I just sacrificed 1000 gp to them), but likewise for your inability to throw sand in the enemy's eyes: you missed. (Or, perhaps, you weren't able to grab any sand.)
That's a textbook example of the Rule 0 Fallacy in action. There's a difference between being allowed to try something, even when the odds of success are nil, and being disallowed from making the attempt at all. One puts the agency in the hands of the PCs, and lets them succeed or fail on their own accord, even if failure is guaranteed. The other removes the agency to even make the attempt in the first place - there's no question of success or failure if you can't try.
For any of these, ask yourself if you can attempt an action, or if the game rules flat-out disallow the action with no in-game explanation for why. If it's the latter, then it's dissociated, and that's a problem (one that leads to the Rule 0 Fallacy when you try to explain it away).
pemerton said:If sand is rationed on a "when the GM feels like it" basis, or even on a "when the d6 roll comes up 6" basis, that doesn't strike me as a fundamental difference from rationing it on a "once per encounter" basis. All are limitations which are generated via procedures in the real world and then all have to be read back into the shared fiction.
The difference is that one allows the character to at least try to perform the action, without looking to its efficacy. The other disallows the "procedures in the real world" entirely. They may have the same result - that being failure to perform the action - but they're not the same process.
TwoSix said:It's unfortunate that people assume that 4e had limits on the attempt of any action, simply by dint of the granted powers. What people often fail to grasp about 4e powers is that they aren't a description of character abilities, they're a grant of player-controlled authority over the narrative. Anything outside of the powers is always allowable, and resolved by use of skills or attributes (and usually adjudicated by the "page 42" guidelines for stunting.
That's why the "I can only trip once an encounter!" meme is so continually annoying. The encounter power merely lets you, as a player, definitively get to try to trip once, without needing narrative affirmation from the DM. Any other attempt to trip would be subject to a narrative agreement between the player and DM ("I attempt to knock him down!" "Ok, make an Athletics check, and he'll fall prone if you succeed, but no damage").
Now, what is "dissociative" (for those who care) is that the powers grant results, not capabilities. A trip encounter power gives the player free narration over the actions of a NPC, stating that the enemy opens herself up to be tripped. The infamous "Come and Get It" (pre-errata) allows the player to narrate the approach of several enemies, for no reason that derived from the character taking an action to force that outcome. For some players who wish their narrative reach to be limited to the tips of the character's fingers, that's a real problem.
That view of things largely strikes me as redundant. Players already have the ability to narratively attempt anything with regards to their characters - there's simply no guarantee that the results will be successful. In your example, the player is trying to trip an enemy - they have that agency whether they do so via a special power, or whether they do so via a skill/attribute check. If that's the case, why bother making it a special power at all, let alone one that can only be used once per encounter?
The powers, from what I've seen of them, don't necessarily grant results; they grant the ability to try, which PCs already have anyway. You're not stating that the enemy is necessarily open to a trip attempt, just that you're making the attempt. Likewise, if you can draw your enemies towards you as an instance of being able to co-opt what the NPCs do, then why tie this to a character-specific ability at all, which requires an action and is tied to a particular class (if not level)? It's better to divorce that entirely from character properties, instead of sending what could charitably be described as a mixed message.
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