So, you chose "spells are dissociative "?
No, just their names, and not always. Bigby's hand? Super associative. Remove Disease? Ew. (But then I've always been an advocate for clerics to not have the same spellcasting mechanic that wizards have, and been a bit vague on what happens when clerics prepare spells)
I understand the whole desire to have all the mechanics "associated".
It is not nearly so manichaen. But I think one can fairly say that early 4e leaned pretty hard on dissociation as one of the key elements of The Way To Play, which ties back into the OP's request: dissociation was one of those elements that became a significant sticking point for folks early on in 4e.
My only real point is that it is real, it is legitimate, and it didn't HAVE to be such an important element of 4e overall.
I fail to see the difference between a 1e, 2e, or 3e first level caster trying but failing to cast a spent spell and a 4e fighter trying to use a spent daily. (Except that maybe the 4e fighter has a better shot via p42.) Can you explain this to me?
[sblock=Well, it's been 6 years, but sure]
Lets say that there's basically a mechanically identical daily power whose only difference is the fluff. Maybe it's a close burst 1 that attacks vs. Ref and renders all hit targets prone. The Fighter fluff is, "You spin around with your weapon out, knocking the legs out from under everyone next to you!" The Wizard fluff is "You explode with a violent wave of force, knocking over creatures close to you."
Both characters use their ability the first time without sweat. But then later, the Wizard's player says "I explode with force again!" and the DM says "Wait, how?" Per the story being told, that wizard gathered this power in morning by studying their spellbook, locked it away in their minds, and then released it. In order to do that again, they'll need to study their spellbook and get some rest, because those are the arbitrary ways magic works in this world.
And when the fighter's player says "I spin around with my weapon out to trip everyone again!", why can't he do that? Per the story being told, he's a talented warrior with elite combat training, he doesn't need to follow the arbitrary rules of magic, he just needs to spin around with his weapon. You can invent reasons on the spot why he might not ("there was no opening and you're tired"), but the mechanics don't really support those story reasons (the ability to use these powers isn't predicated on openings, and he's not too tired to use his OTHER powers). The mechanics say it's because you used that daily already, but a fighter's skill doesn't get "used up" with particular specific effects like that. The mechanic isn't modeling the same process that the character is following (though it might be modeling some narrative process that the player is following).
There are ways to model this process more closely and achieve the same basic mathematical effect. If you want to represent "exploiting an opening," key it off of crits or combat advantage. If you want to represent exhaustion, use a point pool mechanic. Get a little creative with the damage numbers, and this would be indistinguishable mathematically from having discrete, Vancian effects.
Ultimately, the upthrust is that the arbitrary rules for magic can be the arbitrary game rules, but the rules for when you can spin around and knock people over cannot be arbitrary because that's something that people can imagine themselves doing -- it has a higher chance to break you out of the fiction simply because we're all within Dunning-Kruger Distance of spinning around with a weapon out, but we have no context to understand blasts of magical force.
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TwoSix said:
I just feel kind of bad for them, because I find roleplaying to be most exciting when you switch from stance to stance, and I guess a lot of people can't do that seamlessly.
It's also "aren't interested in doing that." A gameplay experience needs to deliver on its core aesthetics, and the core aesthetics of storytelling or running a narrative are not the same as the core aesthetics of role-playing or pretending to be another person, and they are mutually exclusive: when you're doing one, you aren't doing the other (because people don't manipulate their world like that).
So someone who comes to D&D looking as a player to, as much as possible, pretend to
be their fantasy character, to share minds, might balk at martial dailies (forex) because they don't reinforce those aesthetics. Someone who comes to D&D looking as a player to, as much as possible, help tell a story about the fantasy character they control, to make an interesting conflict, might embrace them, precisely because they do reinforce the core aesthetics that they are looking for. Someone who is looking for both might be fine with it in some instances and annoyed with it at others.
And, like almost all gamebreakers in D&D, it's a subjective thing. What kills it for one player is ignored by a second and is embraced by a third.
Which is, again, why the Right Way To Play vibe from 4e was, IMO, so destructive. If the game is telling you that you need to embrace this thing that breaks the game for you (either explicitly, like "talking to guards is no fun," or implicitly, like "fighter dailies are a thing you need to be cool with now"), most of those players are just not going to embrace the game. Like, if D&D required you to eat beets, most people who didn't like beets would just not play D&D rather than question their hatred of that root vegetable. But D&D doesn't have to require you to eat beets, and it doesn't require you to embrace martial dailies and it doesn't require you to like blink elves and it doesn't require you to play with inspirational healing, but 4e was pretty insistent that it did.
Your pity is misplaced, but I think most of us would appreciate a D&D that recognized that "likes beets and HP-as-morale" is a pointless barrier to entry.