You mean it's associated if and only if the character stands there like a lemon for 55 seconds?
Nobody's claiming the 1-minute combat round is realistic or abstracted well. I personally find it somewhat ridiculous.
All I'm saying is that it's
associated in the initial player / character decision ("I choose to engage in combat, using the best techniques at my disposal.").
The broader question, I think, is how all three of these concepts--realism, abstraction, and association--play into the larger concern of
immersion. I'd venture to guess that over-breakage of any of these three has a similar effect of disturbing immersion.
This is no more true than a chess player moving his knight to B7 to fork king and rook is creating the opening when he decides to move the knight there. The character can decide to move the knight to B7 - but it's only a fork because of opposing positioning.
But there's no
character in chess, only a player. *sigh* Once again, fundamental misunderstanding of the Alexandrian's essay.
(I really should have quit when I first intended. LOL).
Because they don't normally care how people think in OODA loops, that the Orient and Decide show what you have available, and that grandmasters don't see bad moves any more than good chess players see illegal moves.
This might make sense from an association standpoint if there was an element of
fortune that determined that the "encounter power" goes active. For example, the player/character scores a critical hit. In this way, the player isn't fundamentally dissociating the use of the power from the character's inexplicable "magical" ability to make the opening happen exactly when he or she wants.
I don't care how far into your enemy's OODA loop you get--sometimes that opening simply isn't there, and when the player DECIDES that it now IS there, there's potential for dissociation. There's no equivalent mental process the character can make in the game world.