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  1. W

    In Defense of the Theory of Dissociated Mechanics

    We can explore it, but it is explored narratively. You seem to think that "explore the in-game reasoning" means ferreting out the objectivity of the combat mechanics as if they were physical laws that could be discovered. The mechanics operate to approximate combat, not to exactly replicate...
  2. W

    In Defense of the Theory of Dissociated Mechanics

    Then I don't understand your point in any way. What does it mean to "associate the mechanics to the fiction in a meaningful consistent way, and not in a superficial momentary and ultimately meaningless instance"? I thought I had addressed those quoted words in my post, but you labeled it a...
  3. W

    In Defense of the Theory of Dissociated Mechanics

    It doesn't need to, because the scope of the game is limited in duration. There are 300 encounters in a D&D campaign. Most quirks of mechanics are not going to repeat itself to the player more than a handful of times. Let's look at your polymorph example. A wizard turns a paladin into a frog...
  4. W

    In Defense of the Theory of Dissociated Mechanics

    One aspect that people keep discussing is the fact that daily martial powers could be examined scientifically in world, and I don't think that's true. 4e powers are intended to be used in combat, and only where the combat is "meaningful" as in, the PC will be earning XP. If two adventurers are...
  5. W

    Why not hexagons?

    I thought it was supposed to be dimensions. Dots for 1e, Squares for 2e, cubes for 3e, and right now I use tessaracts. I can't imagine how complicated 5e is going to be!
  6. W

    Why not hexagons?

    Hexes are also difficult to envision in three-dimensional combat, such as aerial or aquatic.
  7. W

    In Defense of the Theory of Dissociated Mechanics

    Pretty close. A recharge 6 is likely to recharge in an average of 4 rounds (essentially a d8) A recharge 5,6 is likely to recharge in an average of 2 rounds (essentially a d4) A recharge 4,5,6 is likely to recharge in an average of 1 round (essentially a d2). Most recharge powers use...
  8. W

    In Defense of the Theory of Dissociated Mechanics

    The explanation on page 54 is that the warrior digs deep into his reserves to pull off a trick he couldn't hope to repeat until after he has a chance to sleep. That explanation works just as well for martial encounter powers: the warrior digs deep into his reserves to pull off a trick he...
  9. W

    In Defense of the Theory of Dissociated Mechanics

    I don't think the game needs to repeat the same explanation in multiple places, particularly if the explanation works equally well for all of them, which it does. At any rate, now you're simply quibbling with the editing because, clearly, if the same sentence about martial dailies on PHB 54...
  10. W

    In Defense of the Theory of Dissociated Mechanics

    I agree, in thiat I agree that you think it's much less so, but that others may think other mechanics are moreso. As we seem to have agreed, everybody's threshold is going to be personal to them. I've introduced RPGs to someone with 4e, who had a lot more problems with hp than with daily...
  11. W

    In Defense of the Theory of Dissociated Mechanics

    yes, there is. Page 45 pf the PHB gives the in-game reason. he just doesn't accept it, just as other people don't accept the in-game reason given for hit points. Exactly, and if you don't like the explanation for martial dailies, they are disassociated to you. If someone else thinks Vancian...
  12. W

    In Defense of the Theory of Dissociated Mechanics

    I do, but not the circular way TheAlexadnrian defined it. Defining "disassociated mechanics" as "mechanics that don't replicate the physics of the game world", is a perfectly useful definition. However, it is a definition that strips the term of most of its negative connotations, and which...
  13. W

    In Defense of the Theory of Dissociated Mechanics

    As explained, the problem with TheAlexandrian's definition is not that he invented it, but that it's circular. He personally has no problem explaining why a wizard can cast a fireball once a day, so that mechanic is not disassociated. He does have a problem with explaining why a first level...
  14. W

    Rule of Three 6/13/2011: "semi-obscure but flavorful setting" in Dungeon and Dragon

    My guess is Kara Tur this year in Dragon and, if well-received, Al Qadim next year in Dragon, and then Maztica, and then Anchorome. And if Neverwinter Nights takes off, and they see it as a green light for more Forgotten Realms sub-settings, these might get moved to a hardback release. That's...
  15. W

    Dragon #400

    Awesome. I was kind of hoping for an editorial by Roger E. Moore. Very curious about what Erik Mona will have to say...
  16. W

    Rule of Three: 05/16/2011

    I agree with mneme. There's nothing inherent in 4e that prevents lycanthropy from being spread by infection.
  17. W

    How to do Counterspelling?

    An alternate way to do it, which also resembles prior editions would be to make it a class feature. Counterspell You use your magic to attack, not your opponent, but his magic Immediate Interrupt Trigger: You are the target of, or within the burst or blast of, a power that does not have the...
  18. W

    How to do Counterspelling?

    Get it away from keywords. Keep it simple. Counterspell Level XX Wizard Spell Daily * Arcane, Implement Action: Immediate Interrupt Range: Ranged 10 Trigger: You are the target of, or within the burst or blast of, a power that does not have the weapon keyword, and does not have a range of...
  19. W

    Baby Steps

    Ari, I think you perfectlydescribed aconcept I've been groping towards. I completely agree. But I do think there is room even for a "simple" arcane or divine class as well. I mean, the initial set could simply have "fighter", "rogue", "magic-user" and "cleric", four classes that fit the...
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