why are these "deep reserves" apparently specific to each daily
It's implausible because it's not defined.
Personally I prefer to treat martial daily and encounter powers as metagame mechanics rather than to use the flavour-text that [MENTION=996]Tony Vargas[/MENTION] has mentioned. But there is no disputing that the flavour text is there for those who want to use it.
Part of the reason that I don't use it is because I don't really have a clear handle on what the "deep reserves" in question would be. What I do find odd, though, is that someone would care about that but not care about what exactly the "clerical training" is that allows a cleric PC but not a pious fighter PC to memorise a 6 second prayer that can work miracles. The fact that "clerical training", "natural armour" etc are mere labels with no actual, articulated fiction behind them is why I characterised them upthread as metagame mechanics.
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Hit point loss being physical damage is now and always has been intuitive.
As I said, I'm one of those who finds those to be a minor problem, right up there with "when's the last time your character actually ate some of his rations?" Up-ending an intuitive system of hit point loss being physical damage to solve one minor issue of proportional healing spells is throwing out the baby with the bathwater.
How come
you get to decide what is or isn't intuitive, what is baby and what is bathwater? I can tell you that for me, dropping a radically
counter-intuitive combat and healing system from classic D&D or 3E in exchange for either a "realistic" system a la RQ or RM, or a "heroic" one a la 4e, is basically a necessary condition for me GMing a FRPG. The pre-4e idea that commoners die from light wounds while high level fighters can suffer multiple critical wounds and keep going is, for me, a literal absurdity.
It's not metagame - you made the attempt, and failed. You still got to make the attempt in the first place; you were simply pre-empted before it reached completion. How is that at all similar to the GM answering "you don't have enough hit points to attack, despite being otherwise fully aware and able to act"?
The point is that, when I declare my archery, the GM answers "You don't have enough action-economy-oomph to do that, despite being otherwise fully aware and able to act and having a 30 DEX compared to the goblin's 6, without drawing an attack of opportunity which is resolved first." What is that associated with? It's pure metagame.
it's still a very inelegant design to have two completely different mechanics to resolve the same action "just because."
It's not "just because". It's for reasons of pacing and genre integrity, as others have explained upthread. You may not be moved by that reason, but (i) it is a reason, and (ii) there are other RPGers (eg me, [MENTION=205]TwoSix[/MENTION]) whom it
does move.
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You keep confusing having the ability to attempt to do anything with actually succeeding in that attempt..
The significance of the line between attempt-but-automatically-fail and not-able-to-attempt eludes me.
Me also.
But there is also a
conflation taking place - between the action the player takes in declaring an action, and the action a character attempts. These aren't the same thing in any game with non-continuous initiative, because there is some sort of turn-taking or action declaration aspect to resolution. In 4e, the conventions around action declaration are different from earlier versions of D&D (eg if I want to declare as an action the attempt to do something that replicates an already-used encounter power, I have to declare my action by reference to p 42 instead). But that doesn't mean that my character can't attempt whatever it is that I as a player want him/her to attempt.
The character can try to do anything they want, unless they play 4E.
This is not true for two reasons. First, in much the same way that I can't try and jump to the moon (but probably can try and jump across my office), most PCs in any version of D&D can't try and jump to the moon, or cast a wish spell, or for that matter memorise a wish spell.
Second, a character being played in a 4e game has the same scope to try things as a character in any other RPG. The fact that the conventions around action declaration, and the resolution system - both of which are properties of the
real world, not the gameworld - might not be one that you personally enjoy doesn't mean that there is no way of declaring and resolving those attempts.
player agency for their character (those last three words are important too) comes from having their characters be able to exercise what I believe is the central premise of a role-playing game: that anything can be attempted, and that when this isn't so there's an in-game rationale for why such a limitation exists.
I'm ont of those who is sceptical of this "central premise", for the reasons that I and others have given. But in any event, in 4e there is an ingame reason. It just isn't necessarily known in advance.
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It's also still dissociated that one use of that action in an "encounter" is somehow more effective than all the other times.
There are contentious assumptions built into this: for instance, that the encounter power is more effective. But what if the encounter misses, and the stunt hits? Then the stunt was more effective. What if both hit, or both miss? Then they were equally effective. Even if the stunt doesn't do damage, and the encounter power does, if both hit it might be that the stunt is more effective: for instance, if the encounter power does 8 hp of damage leaving the target with 10 hp, and moving the target adjacent to a firepit; and the stunt then hits, does no damage, but pushes the target into the fire pit to take 12 hp of damage, then the
stunt was more effective.
Your "somehow more effective" is based entirely on your real-world knowledge of the game mechanics. It has no grounding in the actual events of the gameworld, which will only very rarely correspond to the statistically expected outcomes (and the average 4e campaign certainly won't run enough experiments that one should expect statistical norms to emerge in an observable fashion over time).
It may be that focusing on the mechanics is important for your immersion. For others, it is not - the outcome is what matters. For these others, there is no "dissocation". They know what is happening in the gameworld, and how and why it is happening, and have no puzzles or confusions around the connection between those outcomes and the game mechanics.
The 4E fighter clearly can't trip as well as a 2E fighter
How do you know this? Have you taken a sample of all the D&D games played using 4e mechanics, and all those played using 2nd ed AD&D mechanics, and calculated the proportion of trip attempts to successful trips? Because that is what is required to prove your statement.
I can tell you that the polearm fighter in my 4e game regularly wrongfoots his opponents with his polearm, knocking them prone. I personally don't know of any way to model him in 2nd ed AD&D as remotely comparable in effectiveness, but I can't claim to be on top of all the 2nd ed splat.
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the first time the players try to exercise the character agency that's implicit in the 4E rules, they're going to run into completely artificial restrictions.
The restriction is arbitrary, because it has no corresponding in-game function that it's attempting to model or explain.
There is an ingame function that it's attempting to model or explain - namely, that surprising or dramatic things sometimes happen but generally don't constantly happen. There are other ways to model or explain that same function (eg 13th Age's odds/even rule for fighter special effects, 3E's natural d20 ranges for determining "critical" hits), but that doesn't change the fact that 4e's encounter and daily mechanics are modelling or explain this in-game function.
the problem is that dissociated mechanics impinge on a character's ability to attempt to do anything
Please describe - using language that the inhabitants of the gameworld would use, not language that real world people use when playing a game - what a thing is that a 4e fighter can't attempt, and how "dissociated" mechanics relate to this. All the examples you have given so far have depended upon using power names - but martial powers, if "dissociated"/metagame, are part of the metagame, not part of the gameworld. Which is to say the characters in the gameworld don't know about them, and certainly can't talk about them in explaining their personal capacities for action.
Part of roleplaying a fully realized relatable character is the freedom to attempt anything that seems plausible or likeable for me to attempt.
4e satisfies this desideratum, although perhaps you personally don't care for its action-declaration conventions and other action resolution mechanics.