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Confirm or Deny: D&D4e would be going strong had it not been titled D&D

Was the demise of 4e primarily caused by the attachment to the D&D brand?

  • Confirm (It was a solid game but the name and expectations brought it down)

    Votes: 87 57.6%
  • Deny (The fundamental game was flawed which caused its demise)

    Votes: 64 42.4%

Wicht

Hero
I assume that's meant to be a joke? Given that the die roll happens in the real world, not in the gameworld, and is no more nor less a game device than the rule that says "you can't use this power more than once without a short rest".

It's kinda a joke. I thought it was funny. :erm:

But it does also point out another difference in the two mechanics. One gives the player the illusion of agency. The other strips it away completely and says, "just because I said so." When you pile on the ability of the first mechanic to be tried again (and again, and again, and again); there is a completely different "feel" to the two.

That sounds like a sensible opinion, and I think I share it.

That's quite reasonable of you. :)

A key word is "expectations". That word refers to mental states (beliefs, hopes, etc). It use is very consistent with my characterisation of "dissociated" mechanics as being about psychological experiences that certain players have playing certain games, rather than inherent feature of mechanics. For instance, if someone's expectations changed (which happens from time to time, at least for some people) then whether or not a mechanic "so overrides the possibilities of the fiction that that participant feels discord" might change. Hence, a mechanic which used to be "dissociated" for that person might cease to be so.

Of course its partly psychological. The whole idea of "associating" two things together has to be a mental exercise. There is no actual physical connection between a game mechanic and what happens in a game (sans dexterity games and dice rolls). But if a large enough group of people get the exact same "feeling" from a specific set of mechanics, then it does no good to cavalierly dismiss their felt experience as somehow being irrational because you don't get the same vibe. And yes, people can adjust their thinking, in some cases, so that they interact with the mechanics differently. But not in every case, and, this is key,... it is unreasonable to think that they should, absent some larger motivation.

I read plenty of board game reviews and sometimes a game will get uniformly bad reviews, much to the disappointment of the designer. Sometimes, the designer will attempt to justify their game, explaining how, if you approach it with a certain mindset, or if you play it a dozen or more times, the game becomes really, really fun. And maybe the designer is right. But it doesn't matter. Because if people have to force themselves to learn to like your game, unless there is some sort of compelling reason why they should, its not going to happen.

And this happened with 4e.

There was a large body of people who were quickly turned off by the mechanics and the game-play as Dungeons and Dragons. Their expectations were not meant. 4e supporters (maybe like you have in the past) told them they were approaching the game wrong. Said supporters told them that if they just played it enough they would learn to love it. Others said, rather crassly (and I think this helped fuel animosity), that 4e was the game that wore the Dungeons and Dragons label now and if people wanted their game supported they would have to play 4e. In essence, the 4e supporters made the same mistake as I see game designers make when their game gets a bad review. They wanted other people to adjust themselves to the game, rather than think that the game needed to be adjusted to meet the people where they were, or at least closer to where they were.

Geoff Englestein (a game designer and commentator) has a little thing in the Dice Tower podcast called Game Tech, in which he talks about the "science" of games. A few months back, last year sometime iirc, he had one in which he talked about games introducing new mechanics and he advanced the theory that for games to be comfortably accepted (and granted he is speaking about board games) they ideally need to introduce no more than one new mechanic into a persons experience. That if the game can take just one new idea and then mix it into already accepted ideas, the game will do better then if it tries to overwhelm the audience with a plethora of new mechanics. I think there is some validity to this point and likewise, in the realms of RPGs, a game must meet a certain threshold of intuitive acceptance before it can introduce some new mechanic or interaction. Too much, too fast and you lose your audience, or in this case, your customer base.

As for retries, lots of RPGs limit retries.

Sure they do. And that's not a problem - so long as the player accepts and understands why they can't do it again....

There is no right or wrong here... just acceptance or rejection of a particular mechanical dynamic within the framework of the game world.

If the mechanic can be plausibly explained to the satisfaction of the player, then it will work. If the player intuitively struggles against the explanation for the mechanic then it won't work. And that's really all there is to it.

And, just because a mechanic can be plausibly explained within the framework of the game world to you, is besides the point as to whether or not someone else will accept, or can accept, such an explanation.
 
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Wicht

Hero
Hm, this is interesting. By my way of thinking, encounter and daily powers are equally [un]problematic, so I've never seen dailies as more glaring or obvious. Why do you think dailies are the bigger sore thumb, so to speak?

I think it boils down to rationalization. I can't think of a single mundane ability I know of, in real life, that can only be done once a day. If you tell me that there are some things I can only do every few minutes successfully, I might buy that. But only once a day. Not a single one comes to mind.

I've been specifying 'exploits' because presumably you don't have a problem with encounter or daily spells/prayers. But maybe this is a mistake on my part. The 4e paladin is a divine class so his powers are called prayers, and besides, paladins have a tradition of getting divine spells, albeit at later levels. The 4e ranger is thematically a hybrid class as she's always been, but is rules-wise a martial class like the fighter, and so her powers are labeled as exploits. How do you feel about ranger and paladin encounter/daily powers?

The distinction to me is entirely dependent on whether the ability is supposed to model a mundane ability, such as could be performed within the physical world we all know and inhabit by anyone of sufficient talent or strength; or whether the ability is supposed to be "magic." As magic, as defined within the game world, is fictional, it can operate by any sort of rules you want it to, so long as mentally everyone accepts this is how it works in that world. (For purposes of this discussion, theology aside, we'll just assume divine abilities as falling within the framework of, "magic") If the game world says that certain magical abilities are only capable of being used once per day, then that's just the way it is and you can justify it however you want. If the same rules say that a fighter or ranger or rogue can only swing his sword a certain way once per day, then I start to mentally wonder why. I need a justification for it. And if the only justification is "game balance" then it falls flat for me.
 


innerdude

Legend
If you don't mind me asking, what is the difference between these situations? Is there anything here you would object to a player saying here that would take you out of the game?

3.5 Ranger in a greek mythology-themed campaign I played a year ago
"My ranger brings up her bow and fires off a shot at the gladiator's leg, hoping to hamper his mobility." (Pinning shot feat)
"She backs away from the hellhounds Hades's servant summoned while peppering them with arrows." (Manyshot feat)
"I empty my quiver into the cyclops!" (just a full round action at level 12)

4E Ranger played in a Sci-Fi campaign I DMed.
"My sniper takes aim and double-taps his gun towards the thugs harassing the party." (Two-Fanged Strike)
"I load a flechette round into my bolt-action rifle and fire." (Splintering Shot)
"I take a deep breath and totally go in the zone, aiming and firing at every robot coming towards us." (Spray of Arrows)

Maybe it's me, but describing what my character does is fun and creative. It's boring to say the same thing ("I swing my sword really hard") over and over again, and if I get tired of describing stuff, it's fine to say "I use this ability" and continue on.

I've just been sitting on the sidelines this topic trying and failing to understand the problem people have here; the things people call disassociative have never taken me out of character. It's stuff like ability scores ("Your 18 strength fighter only has 25% more chance of moving this boulder than the 8 strength wizard) and underpowered abilities ("I'm a 5E Eldritch Knight that can't easily combine spells and swordplay and is outshined by Valor Bards and BattleMaster/Abj Wizard multiclasses) that break me out of character and think "wow, that doesn't make sense."


First, the examples you've cited here are all examples of player intent. You're not addressing the resolution of the mechanic within the fiction. [MENTION=42582]pemerton[/MENTION] argues that narrating a power's resolution is no different than narrating hit point loss, but to me it's a huge difference trying to rationalize how the same basic "2W + move your foe 1 square" power works for a fighter, a rogue, a wizard, an invoker, a cleric, a warlord, a warpriest, a shardmind, a druid, a ranger, a whatever-the-crap-else....... For example, I don't have to rationalize how the Bull Rush maneuver / feat works for 75 different classes in 3e. And yeah yeah, I know Bull Rush required a feat tax, and no one would ever take it because it was suboptimal, blah blah. Doesn't change the fact that I don't have rationalize the fiction for using the Bull Rush maneuver/feat differently for every single class in the game, like I would if I took a power.

In this sense, even the 4e powers' naming conventions work against them----by setting every power up as "unique, flavorful" thing that only that class can do, it puts even more onus on the player/GM to make the use of that power in the fiction unique.

Now I'm totally willing to admit that there are likely hundreds of 4e powers that are not "decoupled" from the fiction dissociatively. I've not made an exhaustive search of 4e powers because [a] there's thousands of them, and it's not worth my time to do it just to rationalize the reality of mechanical dissociation in RPGs.

All this is outside the point that martial daily powers simply fail the association test outright. There's no explanation for why a martial power source character using a power once during a day cannot use that power again until tomorrow. And every gyration and rationalization of 4e proponents to make it "believable" or "plausible" have never once in seven years convinced me otherwise.

But beyond that, "getting pulled out of my head" by having to create my own fiction for powers' mechanical resolution is not tied to any one power, or any one set of 15 powers, or any one class. It's about the ENTIRE 4e package as a whole.

It's about martial dailies, it's about the marking mechanic (which is frankly one of the strongest arguments Justin Alexander makes for dissociation in the original essay), it's about healing surges and "shouting at someone to close their wounds", it's about NPCs blatantly not working the same way as PCs (I'm okay with this to a point, but not the extent 4e pushes it), it's about the sheer brokenness of skill challenges as initially published (to the point that 4e DMs often just ignored the skill challenge rules), it's about "knocking an ooze prone".........Then throw in the problematic powers ("Come and Get It" is the obvious poster boy, but there are others) and ultimately it's a recipe for a roleplaying game I can't engage with on the level of character immersion that I want.

Now, here's the thing----I have no problem with Fate. At all. The difference is, I go into Fate with a wholly different mindset. The whole point of Fate is to subsume process sim to the needs of the story.

Justin Alexander comments on this in the original essay. He states that 4e's mechanics would be FINE AND DANDY if they served a real purpose......in his mind that purpose would be to create a true scene narration resolution system, rather than a process sim resolution system, but that D&D 4e simply isn't up to the task. I actually re-read the originally essay (not the revised primer, but the original), and it struck me just how much he actually "gets" what 4e COULD be doing in terms of "scene framed narrativism." He's totally cognizant of that particular trend in "indie" RPGs, but is of the opinion that 4e just isn't really doing it right. 4e's mechanics don't lead to strong enough "narrative resolution" options to make the trade-off in rules changes worth it to abandon the more "traditional" D&D experience [MENTION=42582]pemerton[/MENTION], [MENTION=6696971]Manbearcat[/MENTION], [MENTION=82106]AbdulAlhazred[/MENTION] et. al. obviously disagree with that).

To bring the point home, I've stated numerous times on these forums that I no longer play D&D of any variety for the same reasons----I found systems where I don't have to deal with D&D's legacy tropes at all, that work better to give me the kind of game I want.

The reason I became involved in this discussion again is because I simply couldn't stand by and watch [MENTION=42582]pemerton[/MENTION] and [MENTION=82106]AbdulAlhazred[/MENTION] and [MENTION=996]Tony Vargas[/MENTION] dismiss my actual, tangible play experience with 4e, and how much the concept of dissociated mechanics resonated with me.

Now, I will say this------

Having re-read the original "Dissociated Mechanics" essay again, I will say that there are some points that are vague. At first I thought "dissociation" happened solely at the player / PC "decision tree" level, where decisions made by the player had to correlate to those made by the PC to be associated, but that's not the case. Marking, for example, is definitely "associated" at the player / PC decision tree level---both the player and PC in the fiction want to gain advantage over an enemy to improve their odds. Marking breaks down at the "fictional mapping" level, not at the "decision tree" level. I actually think the argument could be stronger if Alexander made this specific distinction. And I can certainly see [MENTION=42582]pemerton[/MENTION]'s argument that being okay with Wushu's narrative scene resolution mechanics but not 4e's seems a bit hypocritical, where it's a subjective degree of taste.
 


Justin Alexander comments on this in the original essay. He states that 4e's mechanics would be FINE AND DANDY if they served a real purpose......in his mind that purpose would be to create a true scene narration resolution system, rather than a process sim resolution system, but that D&D 4e simply isn't up to the task. I actually re-read the originally essay (not the revised primer, but the original), and it struck me just how much he actually "gets" what 4e COULD be doing in terms of "scene framed narrativism." He's totally cognizant of that particular trend in "indie" RPGs, but is of the opinion that 4e just isn't really doing it right. 4e's mechanics don't lead to strong enough "narrative resolution" options to make the trade-off in rules changes worth it to abandon the more "traditional" D&D experience [MENTION=42582]pemerton[/MENTION], [MENTION=6696971]Manbearcat[/MENTION], [MENTION=82106]AbdulAlhazred[/MENTION] et. al. obviously disagree with that).

This is something new that I can engage with so I think I'll post some commentary. Understand that the below is working off of the assumption that JA is talking about the combat system of 4e. 4e's noncombat resolution system could not possibly be confused for anything other than a Story Now (!) abstract conflict resolution system. So this must be about combat.

When I read this, the very first thought is "he really, really didn't know what he was looking at and/or how to execute properly."

What is 4e combat's trope and narrative premise? The heroic rally from the jaws of defeat and "will the heroes rally from the brink of defeat." The combat system inexorably pushes play towards that dynamic in the same way that Dogs in the Vineyard pushes play towards escalation from verbal conflict to violence (or worse). This is not by accident. The machinery is locked in on this via:

1) HP pools are primarily latent (Healing Surges) and must be unlocked by the deft/timely deployment of thematic resources (eg Second Wind, Inspiring Word) to keep PCs "in the fight."

2) The bounded math (to-hit and defenses are scaled with each other/constrained).

3) Monster design (inflated HP pools, strong starts, and BBEG's "dangerous when bloodied or with servitors" nature) perpetuates their "sweet-spot relevance"; strong start but fades for Standards and Minions and more dangerous with mooks and as the fight goes on (like PCs) for the more relevant BBEGs (who have similar story relevance).

4) The tight encounter budgeting system with predictable (GM-side) results.

5) The synergy of the combat roles (and all that comes with it) protagonizes each individual archetype and the unit as a whole toward realizing their respective "shticks" as they work to overcome the "on the ropes" dynamic of 4e combat.

6) The limited-use abilities (including Action Points and shtick-based stunting) gives players deeper agency (author-stance capabilities) for when they want/need to "pull out all the stops" and snatch victory from the jaws of defeat. This is like Dogs when you want to "up the stakes" and go from words to fists or from fists to guns.

13th Age went about this a little bit differently with Recoveries being accessible via Saving Throws and the Escalation Die. However, it is still the trope/premise that the combat engine is centered around.

Beyond that, the 4e tech for the combat system is rife with Story Now (!) components. Limited use abilities/unlockable abilities (like Dog's attribute/gear/relationship system opens up new dice/refreshes some as the scene changes), keyword-driven resources that translate to and from the fiction (like Powered By the Apocalypse and plenty of other systems).

And really, the above doesn't even get into the depth of GM-side tools to make the heroes work for their rally (Minion and Swarm mechanics certainly come to mind)!

I mean its all right there (transparent trope/premise, authorial rights, deep tactical/archetype agency so protagonism is realized merely by playing skillfully, combat engine pushing play toward the "rally" dynamic, keyword based mechanics/fiction and stunting, tight math, NPC creation and manifestation based on story relevance) and it inevitably emerges in play. If his position is that "it doesn't work", then he didn't know what he was seeing or didn't know what he was doing or isn't remotely as skillful (or as understanding) GMing Story Now (!) play (in this case combat) as he thinks he is.

I see the same thing with Skill Challenges where GMs/players decry them as facile gamist rubbish, meanwhile their parley's look something like this:

Player: I convince the king! With my muscles! By crushing a flagon with my bare hands! Rawr Athletics!

<fails>

GM: The king is unmoved by your show of strength. Who is next?

Player 2: I diplomance him my razor wit and charm. I tell him a funny pun! Diplomacy! Rawr!

<fails>

GM: The king hates puns. Who is next?

Player 3: I diplomance him HARDER than player 2!

<success>

GM: The king is listening now. Who is next?


User error. Folks cannot like it all they want...but if a GM doesn't know what he is doing and/or players are expecting to be passive tourists to a GM (Forcing) running them through their favorite setting/AP, then of course dynamic drama/tropes won't emerge organically merely by way of aggressive player agency, deft narrative GMing, and consultation of the resolution mechanics. It will look, and surely feel (empty), something like I suspect the above looks/feels.
 

Hussar

Legend
I just want to clarify here that I wasn't making the point that edwards is a bad man or mean person. I've said consistently the few interactions I have had with him online have all been positive, and I just disagree with his model and don't find his approach to talking about RPGs helpful. The reason I brought up his name was simply to point out the silliness of people complaining that we should reject a concept because Justin Alexander coined it used it to critique 4E, while they are also invoking GNS and Edwards.

"Critique 4e"? Really? This wasn't coined to criticise 4e. It was coined to prove that 4e wasn't a role playing game.

That's a bit more than a criticism.

I find it hilarious that you think that we should simply accept your criticism, which we have flat out told you that we find pejorative, while at the same time complain about another criticism, which you find pejorative.
 

Hussar

Legend
BRG said:
The problem for me is it just doesn't capture what seems to bug me about 4E. Yes it is an aspect of it. But it doesn't resonate. I mean a mechanic like Bennies (not 4E I know, but relevant because I find them dissociated), they don't defy linear causality or break it down, they exist outside of it and pop me briefly out of my character's headspace. By the same token, while I might complain about some of the things Edwards mentions while I am discussing the concept of a martial daily or encounter power, and while that feeds into the problem, I really think the bigger issue for me is I am not making the same judgment that my character is when I deploy it. When I use an encounter power, I am calling on a resource that my character isn't aware of. He's thinking "I really want to shred this guy with this technique", and I'm thinking "Should I use this resource now or save it for another moment". That seems like a minor point, but I find that incredibly frustrating. You could say, well a wizard does the same thing, but there is at a least an in game explanation for the resource management that causes me and the character to share an explanation. My character and I are both aware that he can cast fireball once a day, so we both are saying "Do I want to use this resource now or save it for a later moment".


Read more: http://www.enworld.org/forum/showth...-not-been-titled-D-amp-D/page46#ixzz3YAwOCLMS

In other words, you don't like metagame mechanics. Why not just call them meta-game? That's what they are. Decision points made by the player that affect the game world but exist outside of the game world. Why continue to use a term that you've been emphatically told is pejorative and only brands you as an edition warrior?
 

In other words, you don't like metagame mechanics. Why not just call them meta-game? That's what they are. Decision points made by the player that affect the game world but exist outside of the game world. Why continue to use a term that you've been emphatically told is pejorative and only brands you as an edition warrior?

Because it provides a useful distinction. Meta game mechanics is a broad category. This gives more focus that hones in a particular issue. In designing things it is a particular issue I want to minimize so having this label is useful to me.

just as an aside, please use my full name when quoting me because when you don't I do not get the notification that I've been quoted.
 
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pemerton

Legend
I can't think of a single mundane ability I know of, in real life, that can only be done once a day.
Do you mean no more than once per day? Or exactly once per day?

The latter is a bit trickier, because the real world is often not as uniform as the world of RPGing.

The former, though, would include running X kilometres (where the value of X will vary by runner - in my case, I don't think I could do more than one 20 km run in a day - ie I don't think I would finish a marathon).

Also fast sprints.

My upper body strength is not that great, and so I have only a finite number of pull-ups in me per day, although there are encounter-power aspects to that also, as after the first batch a few minutes rest might let me do another one or two.

If we move to intellectual tasks, I probably don't have more than a couple of clever moves in me per day, and (depending on what your threshold is for clever) maybe not more than one or two a year! Coming up with clever ideas and arguments is hard, and very hard to do repeatedly. If I finish a paper, I generally cannot turn around the next day and start working full-bore on the next one. I'm tired.

The distinction to me is entirely dependent on whether the ability is supposed to model a mundane ability, such as could be performed within the physical world we all know and inhabit by anyone of sufficient talent or strength; or whether the ability is supposed to be "magic."
In most cases, neither. It is a metagame ability.

For instance, what is an ability that lets a fighter attack two enemies rather than one? It's a breaking of the action economy rules.

What about an ability that gets a bonus to hit, or does damage on a miss, or allows an out-of-turn attack, or does bonus damage dice? These are all rule-breakers too.

In some games these would be handled via fate points: spend a fate point to gain a bonus to hit, or a reroll on a miss, or a bonus to damage, or to make an extra attack outside the normal action economy.

In 4e, they are instead bundled into discrete powers, I think for at least two design reasons: (1) because D&D has always been a game of lists (lists of spells, lists of weapons, lists of magic items, lists of monsters, etc) and so a list of discrete powers fits the D&D aesthetic; (2) discrete powers support thematic build and play, by setting parameters around what a PC can do and producing trends or patterns over time (a bit like being a necromancer rather than an illusionist, for instance), and by preventing purely expedient spamming.

There are other ways to achieve (2) - Marvel Heroic RP does it through superpower descriptors, for instance - but 4e's approach gives you (2) and (1) together.

Anyway, what happens - in the fiction - when a fighter attacks with a multiple-dice daily that allows him/her to strike two targets and do damage even on a miss (say, Dragonfang Strike - 15th level (?) daily)? Answer, the same as what happens in every other round of combat - the fighter is hitting and hitting hard - except the fighter hits harder and quicker in that round, because the player has chosen to spend a metagame resource that lets him/her break the normal action economy. Why is it rationed? Because resources that let you break the action economy have to be rationed, by definition.

Why have resources that let the player of the fighter break the action economy? Because it can be fun to choose to exert yourself now, in this way, against this foe, to swing the tide of battle.

5e has this sort of thing for fighters in the Action Surge, but it's closer to a purely generic fate point. I expect it's comparative blandness makes it less irritating to some, but I would also expect to see more complaints about spamming, or that too often there is an optimal course of action that involves starting with an Action Surge, etc.

pemerton argues that narrating a power's resolution is no different than narrating hit point loss, but to me it's a huge difference trying to rationalize how the same basic "2W + move your foe 1 square" power works for a fighter, a rogue, a wizard, an invoker, a cleric, a warlord, a warpriest, a shardmind, a druid, a ranger, a whatever-the-crap-else.......
Can you say a bit more about what the difference is? Or the difficulty?

When I look at a 2W power, what I see is a bonus weapon die. The character has hit harder! It's like the difference between Burning Hands and Fireball - one is more scorching fire.

Why does the character get the bonus weapon die only sometimes? Because you can't hit harder every time! If you could, it wouldn't be hitting harder! Why is it rationed by player choice rather than (say) random die roll? Because it's fun for players to choose when to hit harder. And - in terms of association - it models your character trying all out.

As for the forced movement, often its in the name of the power, or its descriptors. Two simple examples: the fighter in my 4e game has the at-will power Footwork Lure. It lets him pull in an opponent while falling back himself. What does it model? The answer is in the name: skilled footwork as a warrior. He outmanoeuvres his enemies, with the result that they end up in positions that are disadvantageous to them while advantageous to him.

The second simple example: the invoker/wizard in my game has an encounter power called Tide of the First Storm. It slows enemies and moves allies to safety, or to advantageous positions. How? The answer is in the name: the caster is calling forth the waters of the first storm, which impede the caster's enemies while carrying the caster's allies to some safer, or more advantageous, place.

A more complex example: until very recently, the sorcerer in my game was a Demonskin Adept who had the encounter power Demonsoul Bolts. From its name, and the fact that it is a ranged power that allows multiple attacks, we know that it is an unleashing of magical bolts. From the fact that it does Thunder damage, plus its descriptor ("You unleash a volley of howling, demonic souls torn from the Abyss to batter your foes") we can tell that is is very loud and forceful. That is why it also, on a hit, moves the target 1 square. This character then had a feat called Walk Among the Fey, which allows him to turn forced movement into teleportation. So when someone is hit by his demonsoul bolts, they are teleported, passing momentarily into the Feywild. He also has a feat called Unlucky Teleport, which does 1d10 damage to enemies that he teleports. So now we can see that, when he hits someone with his Demonsoul Bolts they are sent momentarily to a hostile part of the Feywild, and are even more hurt/demoralised upon their return.

I can see that the subject matter of this reasoning is different from the subject matter of working out what happens in the fiction when someone takes 12 hp of damage. But it seemed that you were trying to point to a difference that is not just a difference of subject-matter.

I don't have to rationalize how the Bull Rush maneuver / feat works for 75 different classes in 3e.
But you don't have to rationalise any of the examples I just gave - the answer is in the power name, and typically pretty obvious. A footwork lure moves someone by means of deft footwork. A Tide of the First Storm slows someone with waves. Etc.

In this sense, even the 4e powers' naming conventions work against them----by setting every power up as "unique, flavorful" thing that only that class can do, it puts even more onus on the player/GM to make the use of that power in the fiction unique.
This is no different from the D&D tradition of spells. Every spell is unique. Every spell requires the game participants to work out what is happening in the fiction. But normally it's obvious.

martial daily powers simply fail the association test outright. There's no explanation for why a martial power source character using a power once during a day cannot use that power again until tomorrow.
The explanation is one of rationing. The game is boring if a rogue can never throw a bunch of shurikens and blind his/her enemies. But it is broken if s/he can do it every turn. So the ability is rationed.

It's like rationing hit dice in 5e, or rationing turning undead in 3E (remember, it was unlimited in AD&D), or rationing the rogues' defensive roll in 3E, etc.

As to why, in the fiction, it works out this way - the structure of the reasoning is no different from any action economy reasoning. Why can't I make two attacks per round? Because Gygax, and all D&D designer since him, have deemed that I won't get an opportunity to get in a good hit more than once per minute (AD&D) or once per 6 seconds (3E and onwards). Why can't I use Blinding Barrage twice per day? Because the 4e designers deemed that the opportunity to get in that sort of attack won't come up more than once per day.

All action economy is a deeming of the fiction, whether the action economy is for once per round abilities (make an attack), once per encounter abilities (use Tide of the First Storm) or once per day abilities (use Blinding Barrage).

If some players don't notice that once per round abilities involve a deeming of the fiction for metagame reasons (despite the fact that Gygax explicitly spelled this out in his DMG) that's interesting. They must find Dungeon World, which doesn't have an action economy and handles combat the same as D&D non-combat (namely, the GM arbitrates player action declarations based purely on the fictional positioning of the PCs) very strange!

pemerton said:
the die roll happens in the real world, not in the gameworld, and is no more nor less a game device than the rule that says "you can't use this power more than once without a short rest".
One gives the player the illusion of agency. The other strips it away completely and says, "just because I said so."
I'm not sure how much weight you're putting on the word "illusion". Taken literally, if someone has (merely) an illusion of X that implies that the person lacks X - ie X has been "stripped away" completely.

If the complaint about encounter powers is that they remove player agency, that is the exact opposite to my actual experiences of play. I find that encounter powers, being resources that push beyond the default, tend to give players quite a high degree of agency. They get to choose when, and how, to deploy their superior resources.

In the martial context, it models trying harder and pushing oneself to the limit.

When you pile on the ability of the first mechanic to be tried again (and again, and again, and again); there is a completely different "feel" to the two.
As I said, there are a range of rules around retries. For instance, in AD&D a thief PC never gets a retry against a trap, and can retry against a lock only once per level. There are no retries for bend bars/lift gates, nor for trying to open magically held doors. There are no retries for searching for secret doors.

There are retries for climbing, picking pockets and opening normally stuck doors.

Maybe because most of my players cut their teeth on AD&D rather than 3E they are more familiar with RPG mechanics that limit retries in various ways.

I've stated numerous times on these forums that I no longer play D&D of any variety for the same reasons----I found systems where I don't have to deal with D&D's legacy tropes at all, that work better to give me the kind of game I want.

The reason I became involved in this discussion again is because I simply couldn't stand by and watch [MENTION=42582]pemerton[/MENTION] and [MENTION=82106]AbdulAlhazred[/MENTION] and [MENTION=996]Tony Vargas[/MENTION] dismiss my actual, tangible play experience with 4e
Where have I dismissed your experience of 4e? You don't like it. I know. I participated in a 1000-odd post thread that you started "In defence of the theory of dissociated mechanics". I'm not disputing your experience. I'm disputing the so-called theory, which is a statement of preference dressed up as an analysis of RPG mechanics, without even the barest attempt to discuss (for instance) the relationship between 4e's mechanics and a raft of D&D traditions, from hit points to turn-based action economies to limits on retries to . . . etc etc.

You don't like D&D tropes. I do. That's why I play it. That's why, when I use other mechanical systems (eg Rolemaster, Burning Wheel) I still draw on D&D story tropes. It's because I like D&D's story tropes, and it's because 4e shows what sort of thing can be done with Gygax's non-simulationist mechanical tropes, that I like it.

I doubt anyone has ever posted that you are a D&D-hater and a D&D-wrecker, even in response to your posts that you are not playing D&D. Yet plenty of people, because they happen not to like 4e, feel free to call me and other 4e players D&D-haters and D&D-wreckers! As if loving, and playing, D&D is a way of wrecking it!

if a large enough group of people get the exact same "feeling" from a specific set of mechanics, then it does no good to cavalierly dismiss their felt experience as somehow being irrational because you don't get the same vibe.
Who is dismissing it as irrational?

I've said multiple times upthread that it's people's prerogative to play games they enjoy. Do you think I didn't mean it?

But in circumstances where those people are coming into discussion with others who don't have the same experience, I think it's reasonable to expect them to recognise that their tastes aren't universal, and that those who don't have the same experience aren't therefore bad RPGers, or non-RPGers, or munchkins,or power-gamers, etc.

4e supporters (maybe like you have in the past) told them they were approaching the game wrong. Said supporters told them that if they just played it enough they would learn to love it.
Can you give some quotes or indications of what posts of mine you think you're referring to?

From 2008 I was posting descriptions of what sort of RPG 4e would be, with reference to well-known features of RPG design from other systems: very high use of fortune-in-the-middle, hit points as luck/heroism/inspiration, closed scene resolution for non-combat (via skill challenges), metagame rationing to support pacing considerations (encounter powers, needing to unlock healing surges, etc). This was not because I'm a prescient genius but because it was obvious to anyone from what the designers were showing us, from what Heinsoo said about the influence of indie design, etc.

I therefore anticipated that those who prefer simulationist design - or, at least, don't want any non-sim elements outside of 3E's action economy and who like hit points as meat - wouldn't like it. Which turned out to be true.

I've never suggested that anyone who plays it enough will "learn to love it", and I have no idea on what basis you think you're attributing that to me. When people have posted about particular experiences, I have given advice (mostly on GMing techniques) that I think might be relevant. When people have posted how 4e has destroyed D&D or RPGing as we know it, I have responded with my view as to why it does neither.

I read plenty of board game reviews and sometimes a game will get uniformly bad reviews, much to the disappointment of the designer. Sometimes, the designer will attempt to justify their game, explaining how, if you approach it with a certain mindset, or if you play it a dozen or more times, the game becomes really, really fun. And maybe the designer is right. But it doesn't matter. Because if people have to force themselves to learn to like your game, unless there is some sort of compelling reason why they should, its not going to happen.

And this happened with 4e.
What? 4e didn't get uniformally bad reviews. It got nowhere near universally bad reviews. It was a wildy popular game, probably in the top 5 to 10 of all RPGs for popularity (depending on how you individuate various versions of D&D).

I wish I could release an RPG to such a uniformally bad reception!
 

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