I'm not persuaded that "chance of an effect landing" is a thing.While it’s a bit abstract saving throws do correspond to something in the fiction - your chance of the effect landing (taking into account your ability to avoid it and the effects ability to land, often based on the stats of another creature).
But setting aside that metaphysical doubt, rolling the die is not a sign of that chance. Nor is the number that results on the die a sign of that chance. Whatever the nature of the correlation, it is not a sign.
Whatever the mode of representation, it is not a sign of those things. It is certainly not a description of those things. It is much closer to a substitute for those things in a reasoning process.Yes, I was thinking that from a wargaming perspective dice rolls are taken to represent real factors that the game abstraction is insufficiently detailed to capture. Therefore the roll is representing stuff that is indeed going on in world... and often folk do narrate it as such!
In this case, Come and Get It - which is supposedly the poster child for 4e D&D's "dissociated" mechanics - is diegetic: it represents a clear event in the fiction, namely, that the fighter does <whatever>, as a result their foes close, and then their foes get whacked.In D&D rolling a d20 to hit does not occur in the fiction - but the attack on the troll that roll represents does. That's a diegetic mechanic - the mechanic represents a clear action or event in the fiction.
However, in D&D, the granting (or spending) of a point of inspiration does not in general represent any causal change in the fiction. The player just declares they have advantage on that attack roll, without having anything in the fiction to indicate why the attack is more likely to hit. That's an adiegetic mechanic.
Flashbacks in BitD are clearly diegetic under this criterion: the mechanic represents a clear series of events in the fiction, namely, the character having prepared themself.
Even spending inspiration can be diegetic, if a particular table takes the view that expending inspiration correlates, in the fiction, to trying harder.
Say an Int save to see through an illusion (one of the more common Int saves) or resist a psychic attack. I feel like it is easy to see how that narrates into the fiction, i.e. is diegetic. As for what to picture exactly, obviously one draws from comic book frames... gritting teeth, must... resist... etc![]()
I've now lost track of what the word "diegetic" is being used to mean. But whatever it is being used for, it is not being used with the meaning of event that is experienced, or is amenable to being experienced, by the characters in the fiction.I don’t agree here at all. A common theme in literature is the hero overcoming a mages magical control over him by sheer force of will. Ala the will save.
Int and cha occur in literature to a lesser extent but the same principle arises.
I mean, suppose that a RPG worked this way: a player has a pool of tokens, and every time they want their PC to grit their teeth . . .must resist . . . and overcome some burden by sheer force of will, they can spend a token and their PC resists. The spending of the token would correlate to, or represent, something in the fiction, namely, the character resisting. So now is the spending of the token "diegetic"? But I thought that sort of "fate point" mechanic was what the label of "diegetic" was supposed to be excluding?
Hence why I have lost track.