See also boxers- quick jabs tend to land more often than haymakers. Smarter boxers use their quicker, more accurate strikes to wear down their opponent's defenses and confuse them, setting them up for the more powerful finishing blows.
See also boxers- quick jabs tend to land more often than haymakers. Smarter boxers use their quicker, more accurate strikes to wear down their opponent's defenses and confuse them, setting them up for the more powerful finishing blows.
I don't get that. You decide to put more focus into swinging really hard then you do aiming. Why is that ridiculous? Or dissociated from what the character might actually attempt? What am I missing?
See also boxers- quick jabs tend to land more often than haymakers. Smarter boxers use their quicker, more accurate strikes to wear down their opponent's defenses and confuse them, setting them up for the more powerful finishing blows.
That's a description of the results, not the method. What does the character do to achieve those results? Does aiming where the opponent isn't mean you swing harder? Does Does it represent swinging so hard that you overbalance (costing accuracy) but miraculously manage to retain enough of timing and momentum in your swing that you happen to hit the opponent at just the right moment to maximise the effect - while simulataneously recovering your balance enough to make more swings immediately and to not be compromised on defence? How, basically, does it work. For the purposes of immersion and not-dissociation, where the character is choosing to do something that increases damage and reduces accuracy in an entirely reliable and predictable way?
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Some do that. But there's more than two ways to operate, and the idea that one is "smart" and the others aren't doesn't hold up. Apart from anything else, most boxers relying on quick jabs throw a lot more misses (or at least punches that get blocked) than people throwing a smaller number of heavy punches - as shown by statistics from professional bouts.
That's a description of the results, not the method. What does the character do to achieve those results?
People worried about dissociating are hairsplitting to begin with, quibbling with implications of how you might translate abstract game mechanics into imagined actions of imaginary characters in an imaginary world.This is a level of hairsplitting people who worry about dissociation are not usually concerned with
There's no disconnect between other abstract mechanics and in-game events, either, unless you force their to be. Power Attack? Obviously if you're swinging a lot harder, that's obvious to your enemy, and he'll make more of an effort to avoid it, thus the penalty. But, wait! Your enemy can't decide /not/ to do so, nor can he decide to make that extra effort when he's low oh hps, so you're exercising control over something other than your character when you Power Attack! Oh no, another dissociative mechanic!(unless they are playing a game that is super focused on realism). "I swing harder than usual" is something your character does. So there is no disconnection between power attack and what your character is doing.
True. Abstraction is real.Dissociative and abstract are not the same thing.
Yeah, sorry, this is just me being playful with words to talk about D&D's wizards-can't-heal tradition.I am not sure what you are referring to with wizard heal be gone, we may have got our wires crossed on that one.
Agreed on pretty much all counts, and that sounds like a great game design strategy. My point is that dissociative mechanics are only one variety of 'Er, what exactly does this mean in the game world?' stuff that can jar players during actual play.I think the term is actually very useful, though it did arise out of debates occurring around edition transition. I don't think it is as arbitrary or selective as you seem to think. Again I am not going to debate point by point because there is a strong subjective element to it. It is also one of these things where the issue is how glaring the problem is throughout a system, how easy it is to ignore where it does exist, etc. A lot of times you get these back and forths on the concept that go on endlessly. I have zero interest in that discussion these days because I just end up reading arguments I've seen before and making points I've made 1000 times.
With my own material, the standard we employ is simply whether we find it dissociative in play. I don't care if people can analyze it afterwards and find something dissociative. To me that isn't very important. What is important is if people notice it as they are actually playing. When that occurs, it is a good indication to me that I need to change stuff around a bit.
No, I'm quite happy to leave them as open questions, because the answers aren't important. I'm throwing these questions out to demonstrate how full of immersive hurdles D&D has been from the start. Your willingness to invent explanations for -- or to rationalize, as you say -- many of the traditional questions matches the subjective state of things that you point out. Gamers tend to internalize explanations for many of these questions when they're young, when things are fresh and new and before they develop critical thinking skills. Sometimes even to the point of conflating explanations they learned from their first DM with missing textual explanation. I did it, and I'm sure you did too.Rather than deal with these point by point (unless you really want someone too...)
Your acceptance of optional X/day abilities is totally understandable, btw, and your explanation of Stunning Fist being a supernatural ability is essentially how I explain daily and encounter exploits.![]()
Dissociative and abstract are not the same thing.
Importantly though, we aren't really talking about boxing. We are talking about guys with swords. I don't know much about that at all. All that matters to me in terms of dissociative mechanics is if I experience a striking disconnect between the action my character is taking and the mechanic itself. Power attack doesn't create that problem for me. I'm sure some do find it dissociative but it is not usually a point I here people raise about it.