Wicht
Hero
And thus you make the logical fallacy of different mechanics equals imbalance, which fails utterly..
Yes, its called asymmetrical design, and its actually very popular in quite a wide range of games.
And thus you make the logical fallacy of different mechanics equals imbalance, which fails utterly..
Yet somehow, you think I spent my limited time in 4e worried that my buddy playing a fighter might get to do cool stuff? (I played a rogue, by the way). You think THAT'S the reason I could never embrace 4e? Jealousy? I played a rogue SPECIFICALLY because everyone told me, "Hey guess what, rogues don't suck now!" I've played more half-elf rogues in D&D than any other three character concepts combined. I LIKE playing rogues. So somehow, the fact that I've enjoyed playing what is widely regarded as the most mechanically inferior class from 1e to 3e, and chose to play one again in 4e---because THE BALANCE STUFF IS SUPPOSED TO BE FIXED NOW!!!!!!---and yet STILL didn't have fun playing 4e, means that I just couldn't handle the new class balance?
EMPHATIC COW DUNG. Tony, you're generally a pretty well-reasoned guy, but this comment goes beyond the boundaries of ridicule. It's so ridiculous I can't even fathom the depth of intellectual laziness and dismissiveness required to formulate it and put it into writing.
We get it, you don't grok mechanical dissociation. But you don't get to tell me what's going on in my own head while playing an RPG.
It's also human nature to reject criticism of things one likes, and this is frequently done by attacking the basis of the criticism, even when it is perfectly legitimate. Especially when it is perfectly legitimate, I should say, when the thing being criticized is indefensible. I thought that the essay on dissociative mechanics captured very well the main reasons why I didn't care for 4E. I'm willing to discuss "the dissociative mechanics in 4E are okay because ..." or even "4E mechanics are not dissociative because ..." though the second is a hard sell. "There is no such thing as dissociative mechanics" is nonsense and not worth my time to debate.
I'm not trying to prove anything, I'm just interested in your point of view. "It's all a matter of taste" is true, and I often get curious about what drives those tastes.Let me start off, by being upfront in having no idea really, what the point of your questions are, or what is trying to be proved, and by also saying that some of your phraseology seems odd...
Thank you, your answers have been very interesting. I think I have a pretty clear picture of what drives your tastes when it comes to 4e.But, out of a sense of being willing to engage in polite conversation, I'll answer as best as I can...
Brain fart, sorry. For some bizarre reason I was thinking that barbarian rages are X/encounter. I was probably thinking about how rage penalties last for the remaining duration of an encounter, rather than X number of rounds. Which makes rage even more of an oddity within 3.x.What are you calling an encounter exploit? What are you suggesting Rage is a precedent for? I see it, being a supposed non-mystical per day ability, as more of an exception within the body of d20 3e mechanics. I know in my own design work, if an ability is mystical then it has a per day limit. If its non-mystical then its always on.
Sorry, my telepathy is on the fritz.I spent more time "outside the head of my character" / engaging with the metagame of 4e than any other RPG before or since. And for the longest time, I could never figure out why. Why was my play experience with 4e, and my mental state during that play experience, so different than when I was playing BECMI or 3e?
That 'decoupling' is one of the things that renders 'dissociation' so absurd. If you find the mechanic and the description in the rulebook 'dissociative,' you're free to re-imagine the description in an associative way. You're also free to re-imagine it in a way you find dissociative, which is exactly what was done when it was defined. Martial dailies had an associative explanation for being limited-use, which was rejected, a dissociative alternative chosen, and then declared 'dissociative.'So why was my experience so different?
But you've just stated in the quote above that you place no credence in the idea that the nature of the AEDU design concept, along with its built in decoupling of mechanics and fiction, might, JUST MIGHT generate a kind of play experience and psychological response from players based on the inherent design/character/function of those rules.
Being engaged with a game can come from a lot of factors. How you feel about your character, for instance.I get it, the whole dissociation / "getting pulled out of your character" didn't happen to you with 4e. Well guess what---it happened to me. EVERY....SINGLE.....TIME I played it. It was a very real, tangible, recognizable response to my experience with the game. "Why I am so much less engaged with this than I was with 3e?"
Well, that was a major difference. The classic rogue was very focused on a few non-combat tasks, and had a highly situational way of contributing in combat. 3e upgraded the latter a little, and 4e substantially. Maybe you did like the challenge of playing a Rogue who could rarely backstab, or frequently was unable to make a direct combat contribution vs roughly a third of monsters? Without that challenge maybe it was less engaging? Or maybe it was being the lone contributor in parts of the exploration process, instead of just part of a skill challenge out of combat? Or something else.I've played more half-elf rogues in D&D than any other three character concepts combined. I LIKE playing rogues. So somehow, the fact that I've enjoyed playing what is widely regarded as the most mechanically inferior class from 1e to 3e, and chose to play one again in 4e---because THE BALANCE STUFF IS SUPPOSED TO BE FIXED NOW!!!!!!---and yet STILL didn't have fun playing 4e, means that I just couldn't handle the new class balance?
It was not as balanced as 4e, and it's imbalances were in traditional directions. So I can understand that impression.I will end my side of this debate with the following assertion.
D&D Essentials is what 4th edition SHOULD have been.
Unlikely. It might have seemed like a 'too little too late' step in the right direction after two years of de-sensitization, but fresh out the gate would have probably been just challenged. By the same token, it would still have seemed the most-balanced, clearest, and generally technically 'best' edition of D&D at the time (Unless 4e came in as the half-ed two years later).Essentials, reworked into a PHB/DMG/MM format and sold in 2008 WOULD have been a much larger success with a much longer lifespan than what was sold in the first core books.
I'm not trying to prove anything, I'm just interested in your point of view.
Anyhow, encounter exploit = martial encounter power in 4e. Been a while since you cracked open that PHB, eh?I ask about encounter exploits because a lot of gamers, including you, emphasize daily exploits as being problematic while apparently being much more accepting of encounter exploits.
That 'decoupling' is one of the things that renders 'dissociation' so absurd. If you find the mechanic and the description in the rulebook 'dissociative,' you're free to re-imagine the description in an associative way. You're also free to re-imagine it in a way you find dissociative, which is exactly what was done when it was defined. Martial dailies had an associative explanation for being limited-use, which was rejected, a dissociative alternative chosen, and then declared 'dissociative.'
Looking at imagined differences like dissociative mechanics isn't helpful.
Since whether a mechanic and it's 'fluff' associate or can be pretty subjective, it's something that need only be done with powers actually chosen. And, it's not a 'house rule' - it's not a rule at all, the descriptions aren't rule text, and are subject to change or 're-skinning.' If you like a power, but don't like the description, you can just change the description to suit. Whether it's to fit a character concept, or to 'associate' it.The Alexandrian goes into specific detail why you can't just go around re-associating all the dissociated mechanics---because every single one of those "re-associations" becomes a de facto house rule......and who has time to generate an acceptable house rule for every single power, spell, and exploit in the 4e system?
That version of 'symmetry' is actually an extreme case of imbalance: there's no choice at all. A balanced game maximizes choice by aiming at making each choice both meaningful viable (that doesn't necessarily mean equal, and /can't/ mean identical). The more choices that are non-viable, the worse balance is. The fewer choices you have, the worse balance is. It become a delicate balancing act. Adding choices is good, as long as they're viable, but each time you add choices to a complex system there might be unintended synergies, and you can end up with lots of choices, but most of them obviated by a few 'combos' - viable choices suddenly turned non-viable. 'Meaningful' is much more subjective, but worth considering. A clear mechanical difference between two classes, for instance, might not be meaningful (if it ends up consistently delivering the same result, for instance, or if one of the two isn't viable), while a conceptual or RP difference might be, even in the absence of any mechanical difference.Here is an explanation about symmetry and balance that has nothing to do with D&D.
Isn't this basically 5e?D&D Essentials is what 4th edition SHOULD have been.
The Knight, Slayer, and Thief shows you can balance a class without forcing them into the same ADEU structure as Mages and Warpriests.