I don't buy the 'incidental' bit. Unless he'd also label a DM deciding (based on judgement or arbitrarily) that a given cloud factor (not explicitly covered in the rules) imposes a penalty as an 'incidental' rightward arrow.
These are exaclty the cases being contrasted:
* The rules say I can inflict a penalty on your character, and (incidentally, in the course of doing so) I narrate the fictional cause. A lot of 4e critics see a lot of this in 4e. (I think some of them are wrong, because they're ignoring the keywords, but that's a separate discusssion). In this sort of system, the principal arrow is cube-to-cube ("I made my roll - now you've got to suck up a -2 penalty"). We dont
need to invoke any clouds to keep playing. Establishing the fictional explanation for the penalty is incidental, and nothing else follows from it. It hangs there as mere colour.
* The rules say that, if conditions in the fiction are thus-and-so, then a penalty is suffered. In this sort of case, there is no alternative but to consult the fiction and generate a rightward arrow from it.
At the table, the two cases actually unfold differently: in the first, the penalty is established by rolling the dice; in the second, the penalty is established by considering the fiction. These are different things.
It sounds as if the issue is not lack of cube-cloud connections, but rather fear of player latitude in imagining the cloud.
Which is absurd, as the freedom to exercise imagination, much like the freedom of the DM to mod the rules, is necessarily absolute.
No one is afraid of players imagining things.
But - similarly to my response to [MENTION=6775031]Saelorn[/MENTION] upthread - there is a difference between (i) imagining things, and (ii) having those imagings matter to resolution. The former can happen even when playing a non-RPG (I gave some examples upthread). The latter can't.
If the whole game would play out the same whatever the players' imaginings, that does suggest to me that what they're imagining is purely epiphomenal.
This is why stuff like "the ogre hurls its half-eaten cow body at you" doesn't strike me as the acme of RPGing. Because, at that point, we only have colour. Nothing in the clouds has actually mattered to any resolution. And no mechanical resolution has generated anything new in the clouds. It's all just GM patter.
Now, if something had actually happened, in the course of play, that had brought it about that the ogre has a cow that it might throw at the PCs - that is, if the cow-cloud was an outcome of some event of resolution at the table - that would be a different matter altogether. That would be analogous to the weather determination happening
then, which results in me suffering a penalty for oppressive heat
now. But that was not how the example was presented.
(Why include the above paragraph? The Alexandrian's remark about "skirmish game linked by freeform improv" can be just as apt for a GM-driven colour-rich game as for a skirmish-y game with little or no colour. Or, to put it less contentiously, injecting a lot of GM colour won't make the game "more" of an RPG, if all that colour just froths on the surface but doesn't actually matter to the unfolding play of the game.)
Cube to cube -- No. Example: "Because you're the second person to act in initiative order this round, you have to take a -2 to all actions." "Wait, what? Why?" "Dunno, man, that's just what the rules say. There's absolutely no logical reason in the shared fiction it should be this way, but it just is."
Yet RPGs have heaps of this sort of stuff. Hit points are deducted from running tallies, but there is no particular change in the fiction that correlates to this; there is all the stop-motion and turn-by-turn action of cyclic initiative; I would say that spell memorisation in classic D&D comes pretty close to being an instance of this too - yes, it generates an incidental leftward arrow ("You impressed the spell upon your brain"; "Now the spell is wiped from your brain"), but that fiction is bascially epiphomenal (you can't make an AD&D MU forget a spell by clocking him/her hard on the head, for instance).
Cube-to-cube is not per se inimical to RPGing, in my view, provided that it is experienced as incidental to something that actually generates meaningful fiction. Now, "experienced as incidental" is going to vary from player to player, from session to session, from table to table. It would make perfect sense for the exact same series of exchanges, interactions etc to be experienced by you as "That was a pretty skirmish-y sesision today" and by me, or even by you in a different mood, as "That was awesome - I really felt like I was there!"
This is one reason why I think lecturing people over the internet about whether or not they are
really RPGing - something which is oddly popular on these boards! - almost always misfires. If you weren't there and part of it, it's pretty hard to know what was going on, and how all that cube-y stuff related to cloud-y stuff that anyone cares about.
the problem I'm seeing here is that there's a huge undefined region within the cube-to-cloud space as to how the cube "outputs" parse into the cloud "inputs". There's a gigantic, massive leap to go from, "I swing a sword. My dice roll is a 22, which is a hit; my damage roll does 16 HP damage to the Ogre. Is it still standing?" to, "I roll my dice, and because I succeeded at my Control Universal Laws of Reality check, the Ogre is now a banana."
<snip>
So how is the cube-to-cloud interaction model supposed to represent both of these potential resolutions?
Perhaps I've missed something, but isn't this about the game rules, plus how particular actions are framed?
Eg, consider the following episode of play (sblocked for convenience):
[sblock]
It then came to the drow sorcerer's turn. In an email a few days ago the player had told me that he had a plan to seal off the Abyssal rift created by the tearing of the Demonwebs and the killing of Lolth, that relied upon the second law of thermodynamics. Now was the time for him to explain it. It took quite a while at the table (20 minutes? Maybe more? There was a lot of interjection and discussion). Here is the summary version:
* The second law of thermodynamics tells us that time and entropy are correlated: increases in entropy from moment to moment are indicative of the arrow of time;
* Hence, when entropy reaches its maximum state - and so cannot increase - time has stopped;
* Hence, if an effect that would normally last until the end of the encounter could be turned into an effect of ultimate chaos (entropy), time would stop in respect of the effect and it would not come to an end.
So far, so good, but how is this helping to seal off the Abyss?
* Earlier in the encounter the sorcerer had created a Cloak of Winter Storm which, using an elemental swapping item, was actually a zone of thunder (larger than normal because created while a Huge primordial) that caused shift 1 sq which, through various feat combos, was actually teleportation;
* If this could be extended in size, and converted into a zone of ultimate entropy instead of just a zone of thunder, then it would not come to an end (for the reasons given above);
* Furthermore, anyone who approached it would slow down (as time came to a stop with the increase in entropy) and, if they hit it, be teleported back 1 square;
* As to how a zone of elemental thunder might be converted into a zone of ultimate entropy, that's what a chaos sorcerer is for - especially as, at that time,
the Slaad lord of Entropy, Ygorl, was trapped inside the Crystal of Ebon Flame and so control over entropy was arguably unclaimed by any other entity and hence available to be claimed by the sorcerer PC.
But couldn't someone who wanted to pass through this entropic barrier just teleport from one side to the other?
* On his turn, the sorcerer therefore spent his move action to stand from prone (I can't now remember why he had started the session prone), and used his minor action to activate his Cloud of Darkness - through which only he can see;
* He then readied his standard action to help the invoker/wizard perform the mighty feat of Arcana that would merge the darkness and the zone into a visually and physically impenetrable entropic field, through which nothing could pass unless able to teleport without needing line of sight.
Unfortunately, the invoker/wizard wasn't ready to help with this plan,
and had doubts about its chaotic aspect. On his turn, he instead rescued the paladin and fighter PCs who had become trapped in the Abyssal rift (by casting Tide of the First Storm to wash them back up onto the top of the PCs' Thundercloud Tower).
<snip>
The paladin then used his turn to bodily pick up the drow and carry him into the control circle of the Tower (at the drow's request).
<snip>
The drow's turn then came around. He used his move action to fly the Tower up and out of the two zones (darkness and thunder). He then used a minor action to cast Stretch Spell - as written, a range-boosting effect but it seemed fitting, in spirit, to try to extend and compress zones to create a barrier of ultimate, impenetrable entropy. And then he got ready to make his Arcana check as a standard action.
Now INT is pretty much a dump stat for everyone in the party but the invoker/wizard. In the case of the sorcerer it is 12 - so with training and level, he has an Arcana bonus of +20. So when I stated that the DC was 41, it looked a bit challenging. (It was always going to be a Hard check - if any confirmation was needed, the Rules Compendium suggests that manipulating the energies of a magical phenomenon is a Hard Arcana improvisation.)
So he started looking around for bonuses. As a chaos mage, he asked whether he could burn healing surges for a bonus on the roll - giving of his very essence. I thought that sounded reasonable, and so allowed 4 surges for +8. Unfortunately he had only 2 surges left, so the other half of the bonus had to come from taking damage equal to his bloodied value - which was OK, as he was currently unbloodied.
He scraped another +2 from somewhere (I can't remember now), brining the roll needed down to 11. The dice was rolled - and came up 18! So he succeeded in converting his zones of darkness and thunder into a compressed, extended, physically and visually impenetrable entropic barrier, in which time doesn't pass (and hence the effects don't end), sealing off the Abyss at its 66th layer.
The unfortunate side effect, as was clarified between me (as GM) and the player before the action was declared, was that - as the effects never end - so he can never recharge his Cloak of Darkness encounter power or his Cloak of the Winter Storm daily.
A modest price to pay for cementing the defeat of Lolth and sealing off the bottom of the Abyss from the rest of creation.
[/sblock]We know that the successful die roll (a cube-event) results in the Abyss being sealed (a cloud-event) because that is the action the player declared for his PC.
The cloud is an input into this resolution (eg it establishes the Hard DC; it establishes that the character can manipulate chaos/entropy and create a zone of impenetrable darkness; it establishes that, by giving of his chaotic essence, the character can increase the degree of entropy). The cubes including - setting the DC from the DCs-by-level table; noting that each surge is a +2 (this guideline is found in the 4e DMG 2); expending the Stretch Spell ability; and of course the rolling of the die. The cloud that results from the success also feeds back into the cubes - the character loses a certain ability, because it never ends and so can never be recharged. (In combat, throwing a non-returning weapon involves a similar fiction-driven depletion of an ability.)
I don't see that this sort of case is any different from the attacking case, except that 0 for legacy reasons - typical RPGs tend to have more canonical rules for combat and more handwavey rules/guidelines for other sorts of stuff.