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innerdude Let me first say that if the revision to the original article has focused on on solely that facet of things then it is such a far cry from the initial article (both in its content and in the interpretation of it that drove a 100? page thread) that it can barely be called a revision. It is tantamount to a total reframing. It should probably just be considered a new article if this is the case; and not as interesting (at least in terms of trying to sift through the confirmation bias and get your head around what the author is actually positing that bears out some objective value). It doesn't say a whole lot and I'm uncertain how there is much of a problem with most of the issues that he formerly had (that were 4e specific).
Action Economy is a metagame construct to facilitate turn-based play. It is never, ever shared, not in perspective nor awareness of it as a reference point for decision-making, between player and character. As such, if the premise of the new article is as you have outlined, there can never be an association between a player decision/action (with perspective driven by and awareness of it as a reference point for decision-making) and a character decision/action. Lets forget for a moment that player:character decisions are fundamentally dissociated due to the metagame construct of the action economy.
What is relevant to decisions/actions?; time, space, awareness and the application of will/force. Time/temporal concerns appear to be a big part of his issue with the player decision:character decision interface (Dailies and Encounters being the favored whipping boy). As such, I'm left wondering why the temporal nuance of an extended duration combat round (1 minute) and the inevitable decisions that should arise from being a martial actor within that time-frame and the associated action economy dissonance with respect to that is not a problem? PLAYERS reference the action economy when making their decisions. The fundamental OODA loop for player and character is this:
Player OODA: <spoken aloud and viewed from 3rd person omniscient> Enemy is 30 feet away? I spend my action economy to move forward, my movement rate allows me to get there within my movement economy, and attack using my 3/2 attack matrix for this 60 second round.
What proportion of the character OODA loop below is associated with the above?
Character OODA: <subconsciously internalized and viewed from 1st person> Enemy at 10 paces. Close the distance and try to expose his defense to attack while warding off his attack. Ok, I've done that. That took all of 5-10 seconds. Now that I've done that, I'm going to Observe my surroundings, Orient myself, Decide what to do and Act for the next 50-55 seconds.
Player: No he's not.
Character: Yes, I am...I'm absolutely doing stuff. I'm not standing here paralyzed for 50-55 seconds. Its just that you're OODA loop, adjudication of my action economy (the means by which you are associated with my in-world actions), is just suspended and dissociated from me for the next 50-55 seconds cause stuff happens during that duration. We are just unsynched for that period; dissociated.
Player: Ok.
How is that player:character OODA Loop/action economy/temporal dissonance scenario less or not dissociated?
Meanwhile, we have a resource scheme that says a character exploits a specific opening 1/encounter/5 minutes or exploits extreme circumstances 1/day. There is metagame temporal stuff going on here but from an OODA Loop perspective, this temporal issue can be handled as: player performs OODA loop and says character exploits opening and presumably the character performs same OODA loop, is aware of that opening, and initiates its exploitation within the fiction. By my estimation, there is much more interfacing and agreement between actors there (they interface in a way that is sensical...but the player is aware of metagame constructs so he can interface with the world that the character is not...but they still perform an extra-fiction OODA loop and in inter-fiction OODA loop that is comparable and relatively synched.) than there is in the 50 - 55 seconds of a 1 round combat where player:character OODA loops are utterly unsynched.