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*Pathfinder & Starfinder
Elephant in the room: rogue and fighter dailies.
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<blockquote data-quote="Hussar" data-source="post: 5926249" data-attributes="member: 22779"><p>The problem is, people who want to play "in the mind of the character" 100% of the time simply (apparently) accept that some people don't want to play this way. I've already been told at least once in this thread that I'm not roleplaying when I use dissociated mechanics. This is only true if you insist that roleplaying=being in the mind of the character 100% of the time.</p><p></p><p>Sorry, I enjoy other stances than actor stance on occasion and I always have. This is not something new to D&D - we've always had elements of non-actor stance. Primarily through the casters since they were given tacit permission by the game to break any and all rules regularly. Isn't one of the examples for the Wish spell that you gain levels? How exactly does that work?</p><p></p><p>The problem is, from the standpoint of results, you cannot distinguish direct from dissociated mechanics. It is absolutely impossible to tell after the fact. It's only if you want to roleplay process that you can tell the difference. Only thing is, the D&D mechanics don't let you roleplay process.</p><p></p><p>"I stab him in the eye!" is not something that ever works in D&D. Even "I try to stab him in the eye" doesn't really work since D&D HP's and combat is too abstract for that.</p><p></p><p>Meh, anyway, it doesn't really matter. AEDU mechanics are apparently here to stay. So, those who don't like it, simply excise those parts of your game and move on. Because, from the looks of the playtest and Mearl's response to the initial playtest (people apparently LOVED at-will casters), you are definitely going to lose out on this one.</p><p></p><p>/edit to add</p><p></p><p></p><p></p><p>Because, when you start doing that, no one in their right mind will do anything that is not specifically detailed by the mechanics. If I have to determine my grab, then my throw, I have multiple chances to fail. My odds of failure become too high for the benefit gained and anyone with a reasonable grasp on mathematics will realize that.</p><p></p><p>Using meta-game mechanics means that I can immediately grasp my chances of success and I know the cost/benefits of attempting.</p><p></p><p>I so do not want to go back to the bad old days when every action that wasn't specifically delineated by the rules was automatically weaker and almost always had a lesser chance of success.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5926249, member: 22779"] The problem is, people who want to play "in the mind of the character" 100% of the time simply (apparently) accept that some people don't want to play this way. I've already been told at least once in this thread that I'm not roleplaying when I use dissociated mechanics. This is only true if you insist that roleplaying=being in the mind of the character 100% of the time. Sorry, I enjoy other stances than actor stance on occasion and I always have. This is not something new to D&D - we've always had elements of non-actor stance. Primarily through the casters since they were given tacit permission by the game to break any and all rules regularly. Isn't one of the examples for the Wish spell that you gain levels? How exactly does that work? The problem is, from the standpoint of results, you cannot distinguish direct from dissociated mechanics. It is absolutely impossible to tell after the fact. It's only if you want to roleplay process that you can tell the difference. Only thing is, the D&D mechanics don't let you roleplay process. "I stab him in the eye!" is not something that ever works in D&D. Even "I try to stab him in the eye" doesn't really work since D&D HP's and combat is too abstract for that. Meh, anyway, it doesn't really matter. AEDU mechanics are apparently here to stay. So, those who don't like it, simply excise those parts of your game and move on. Because, from the looks of the playtest and Mearl's response to the initial playtest (people apparently LOVED at-will casters), you are definitely going to lose out on this one. /edit to add Because, when you start doing that, no one in their right mind will do anything that is not specifically detailed by the mechanics. If I have to determine my grab, then my throw, I have multiple chances to fail. My odds of failure become too high for the benefit gained and anyone with a reasonable grasp on mathematics will realize that. Using meta-game mechanics means that I can immediately grasp my chances of success and I know the cost/benefits of attempting. I so do not want to go back to the bad old days when every action that wasn't specifically delineated by the rules was automatically weaker and almost always had a lesser chance of success. [/QUOTE]
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Elephant in the room: rogue and fighter dailies.
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