In game world logic can be because of magical nexus that allow his rituals to work better... need not be explicit or known to anyone else either. Think of it as a mystery. I like a bit of mystery involved AND characters are not omniscient.
There needs to be sufficient "reality" that I can use my experiences to pilot my character. While the fantasitical elements can certainly "change the rules", I need to be able to figure out odds based on the setting and what my character can reasonably accomplish. If I'm chasing a thief across the rooftops during a storm, I would expect that the thief is very agile and that I would need to be so as well. If I met this person before and know them to be clumsy as a drunk hippo, then that should be a clue that something isn't right; they may have magic, I'm chasing a shapeshifter, or whatever. But, the situation requires a certain expected and explicable quality based on what we can observe around us.How important is it that your games reflect reality?
The Ta'Veren factor mentioned in the Wheel of Time books. For instance normal villager being inspired to defend themselves against really nasty enemies by the strange hero who seems able to manipulate the story itself (for them its history) and it working ridiculously well is even called out in the books.Yes, that’s a corollary of my subsequent paragraph, that you omitted. Maybe I chose a bad example, but I think any veteran gamer knows that RPGs can be rife with instances where NPCs make blindingly poor decisions simply because that’s what’s needed to move the plot along. And you can only handwave it away so many times telling yourself that there must be a deeper, unknown reason.
"Dissociated Mechanics": a consistently crap argument used against 4e due to one of the worst articles by the Alexandrian, often with unironic amounts special pleading invovled, including by the Alexandrian.
Go Edition War somewhere else.Ultimately, I've played D&D since the days where the DMG hadn't come out yet. I've never found such a boring, flavourless version than 4E. Everyone had at wills, per encounter, and per day powers and most of the modules boiled down to grinding through encounters as tactical puzzles. The group I played with had played through a whole gamut of different iterations of D&D, of more other games than I can count, and we waded through a full 20 levels in Eberron in 3.5. And 5E now too. We all felt that though 4E was easier for the GM, it was just not engaging like the other versions have been.
And that is surely an opinion, just the same as yours about the notion of a dissociated mechanic. And as that boils down to an opinion, it isn't something worth arguing about.
You realize that's as much a person opinion and thus not really arguable usefully than any claims that there isn't enough realism?Realism is overrated and people are too finicky about when it matters or how to apply it.
I wasn't intending to Edition War but by that argument, you can't really discuss any mechanic out of any version of the game because they all have a home in some edition.Go Edition War somewhere else.
And the lawful good cleric wants to be sucking the life force out of others?"4E -> Dissociated mechanics like the cleric attacking and it healing everyone around him/her. What? Why? (Why was 'we want the cleric to do more with his encounter than heal,heal,heal,heal,heal!) The meta-game concern was a valid one for Clerics, but the mechanic provided was not really much good for in-universe logic."
First its bloody divine magic use your imagination .. and bleeding the life force out of your enemies into your allies is great and flavorful. Second an attack so awesome it inspires and invigorates your allies nearby wouldn't even have to be magic, but you know then we get this hit points are meat argument.... sigh
divine magic having omniscience... ooh ah how terrible.By itself, any mechanic that lets AoEs be picky about friend or foe invites all sorts of questioning (I do it in an area with my team, the bad guys, and innocent folks.... how does the attack figure that out when the characters can't even figure out who is who sometimes?). 'It's magic!' isn't a solution. It's a cop out. And going with that without a decent explanation simply leaves players not knowing how magic works because it obviously has a certain omniscience
or being governed by the heroes own mind set.... ooh gosh my imagination just borked on that.but then other powers show almost the opposite... so where's the consistency?
But you obviously recognize that this is your personal preference? That is neither better or worse than mine.By the way for the Lawful good flavor, It could also be the divine providing rewards to the heros for working at its direction ie lawful flavor being rewarded.. You know what is boring to me a game telling me exactly how you must visualize your power working and mingling it so tight with the mechanics I have very few options.