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4e design in 5.5e ?
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<blockquote data-quote="clearstream" data-source="post: 8412219" data-attributes="member: 71699"><p>I feel like one might make sense of the notion of dissociation by thinking through the implications of your and [USER=7032137]@Mordhau[/USER]'s comments. You can see that it would most meaningfully matter to be volcano barbarian or hexblade warlock if there were mechanics that connected to the driving in-world fictions. That would be narratable, and not easily covered by refluffing.</p><p></p><p>For example, if volcano-barb gains Con when standing on a volcano, then crunch and fluff are chained together. (I'm not saying that would be a great subclass feature! It's just to illustrate the idea.) So 'dissociative' might be meaningfully redefined as lacking valency to the fiction that it's <em>intended</em> to have valency to. In the case of 4th edition, the 'problem' is that for much of the audience, the intended fiction is taken to be centred on European-mythic-medieval-fantasy-light - bearskin-clad barbarians, bookish wizards, scaley dragons, and all that - as remolded through the cycles of D&D IP development. 4th edition mechanics were superficially, but not deeply chained to that expected genre. They were deeply chained to a quite different genre.</p><p></p><p>That produces jarring issues like that [USER=59057]@UngeheuerLich[/USER] encountered. A lack of language to narrate what the mechanics were doing. I think if you read back over some of the (quite lengthy) discourses on this subject, such as [USER=7032025]@Lyxen[/USER]'s, you can see this as the underlying problem. Many posters frame it as an objective problem, when it is principally a <em>subjective </em>problem: a problem of what has been normalised for them. The objective aspect is <em>limited </em>to the problem of what they might reasonably expect, based on what the game designers have said they intended (including via the game-as-product positioning).</p></blockquote><p></p>
[QUOTE="clearstream, post: 8412219, member: 71699"] I feel like one might make sense of the notion of dissociation by thinking through the implications of your and [USER=7032137]@Mordhau[/USER]'s comments. You can see that it would most meaningfully matter to be volcano barbarian or hexblade warlock if there were mechanics that connected to the driving in-world fictions. That would be narratable, and not easily covered by refluffing. For example, if volcano-barb gains Con when standing on a volcano, then crunch and fluff are chained together. (I'm not saying that would be a great subclass feature! It's just to illustrate the idea.) So 'dissociative' might be meaningfully redefined as lacking valency to the fiction that it's [I]intended[/I] to have valency to. In the case of 4th edition, the 'problem' is that for much of the audience, the intended fiction is taken to be centred on European-mythic-medieval-fantasy-light - bearskin-clad barbarians, bookish wizards, scaley dragons, and all that - as remolded through the cycles of D&D IP development. 4th edition mechanics were superficially, but not deeply chained to that expected genre. They were deeply chained to a quite different genre. That produces jarring issues like that [USER=59057]@UngeheuerLich[/USER] encountered. A lack of language to narrate what the mechanics were doing. I think if you read back over some of the (quite lengthy) discourses on this subject, such as [USER=7032025]@Lyxen[/USER]'s, you can see this as the underlying problem. Many posters frame it as an objective problem, when it is principally a [I]subjective [/I]problem: a problem of what has been normalised for them. The objective aspect is [I]limited [/I]to the problem of what they might reasonably expect, based on what the game designers have said they intended (including via the game-as-product positioning). [/QUOTE]
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