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General Tabletop Discussion
*Dungeons & Dragons
Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6286832" data-attributes="member: 6775031"><p>Association is not at odds with abstraction. Rather, association merely requires that you and your characters are making the same decisions for the same reasons. You could resolve an entire basketball game with two opposed Dexterity (Basketball) checks, and it wouldn't necessarily be dissociated.</p><p></p><p>To use a bit of hyperbole, your method would require you to make <em>every</em> decision faced by your character, with access to <em>all</em> of the same information. That method limits the combat (or basketball) potential of your character to only the tactical skill possessed by you as a player, though, and would require you to <em>actually</em> be there in order to get all of the information. At a minimum, you would need to act out combat with foam swords, or else there's no way to perceive every opening and mis-step of an opponent, and convey exactly how you go about swinging your sword to injure (and I would love to see someone try to act out the difference between 6 damage and 9 damage, by the way).</p><p></p><p>So we abstract it out a bit. Let the character decide the minutiae, because the character knows a whole lot more about combat (and is more aware of the situation at hand) than the player. The player just makes the decision to attack, but the character experience a more nuanced reality where the attack involves feints and fancy maneuvers or whatever, but the character is still making that same decision (to attack, rather than defend or run away or cast a spell or whatever) and still does it for the same reasons (even if what the player sees is that the enemy has lost a lot of hit points, and what the character sees is that the enemy is suffering from small wounds and is sounding tired with ragged breathing - it's just two different ways of presenting the exact same information).</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6286832, member: 6775031"] Association is not at odds with abstraction. Rather, association merely requires that you and your characters are making the same decisions for the same reasons. You could resolve an entire basketball game with two opposed Dexterity (Basketball) checks, and it wouldn't necessarily be dissociated. To use a bit of hyperbole, your method would require you to make [I]every[/I] decision faced by your character, with access to [I]all[/I] of the same information. That method limits the combat (or basketball) potential of your character to only the tactical skill possessed by you as a player, though, and would require you to [I]actually[/I] be there in order to get all of the information. At a minimum, you would need to act out combat with foam swords, or else there's no way to perceive every opening and mis-step of an opponent, and convey exactly how you go about swinging your sword to injure (and I would love to see someone try to act out the difference between 6 damage and 9 damage, by the way). So we abstract it out a bit. Let the character decide the minutiae, because the character knows a whole lot more about combat (and is more aware of the situation at hand) than the player. The player just makes the decision to attack, but the character experience a more nuanced reality where the attack involves feints and fancy maneuvers or whatever, but the character is still making that same decision (to attack, rather than defend or run away or cast a spell or whatever) and still does it for the same reasons (even if what the player sees is that the enemy has lost a lot of hit points, and what the character sees is that the enemy is suffering from small wounds and is sounding tired with ragged breathing - it's just two different ways of presenting the exact same information). [/QUOTE]
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Can mundane classes have a resource which powers abilities?
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