One question that comes up a lot in RPGs is how much characters know about things like levels, hit points, etc. Generally it is assumed that characters would not know about such topics. I will propose an argument that shows that characters would know much more about the underlying game mechanics than is commonly assumed.
My argument is based on the following premises:
1. The game world operates in a consistent manner.
2. Characters can make logical deductions based on their observations.
3. Characters have at least the minimal amount of information necessary to be effective.
4. Characters can communicate information to each other, and learn information from sources like study and training.
Consider the following example: encounter/daily powers in 4e. Would characters know about these powers, and know about their recharge limitations?
Certainly, characters must know what powers they have and know (in general, if not in exact details such as stats) what they do. Otherwise it is hard to see how they could be even minimally effective in combat if they didn't even know how their own powers worked. For example, if a character didn't know he had a particular encounter power, he wouldn't know to use that power at all, and would get no benefit out of it. (Or he might end up using the power without knowing it, but if he didn't know about it he would not be able to use any tactics to make the most of the power.)
Now when a character uses a power, he must observe its effects. Suppose a character didn't know that a particular power was encounter only, and tried to use it again in the same encounter. What happens? Whatever happens (whether he wastes his action, or whether he uses an at-will instead, or whatever) he must realize that the power didn't work as expected. Thus he would soon realize that the power only worked correctly the first time he used it in an encounter, and would soon deduce what was going on. (Note that this has nothing to do with the underlying mechanism behind the limitation. It only states that GIVEN that the limitation exists, characters should be able to figure out that it exists.)
By premise (1), this works consistently, so all fighters (and other characters with PC classes) in the game world would observe the same effects. Thus by premise (4), if the character had any sort of training beforehand, presumably this training would include how to use powers effectively, and the fact that the powers have use limitations would be part of that training. (Even if the character missed this part of the training he would still easily figure it out after a few encounters.)
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A similar argument could apply to many different areas of game mechanics. Levels? Characters get certain powers at certain levels, so if they know what powers they are getting they know where they are in the progression. Enhancement bonuses on weapons? When crafting weapons, characters must know how much residuum they are using, and they can figure out from that that different amounts give different strength enchantments. (And presumably someone selling magic items would rate them according to their strength so customers would know what they are buying.)
My argument is based on the following premises:
1. The game world operates in a consistent manner.
2. Characters can make logical deductions based on their observations.
3. Characters have at least the minimal amount of information necessary to be effective.
4. Characters can communicate information to each other, and learn information from sources like study and training.
Consider the following example: encounter/daily powers in 4e. Would characters know about these powers, and know about their recharge limitations?
Certainly, characters must know what powers they have and know (in general, if not in exact details such as stats) what they do. Otherwise it is hard to see how they could be even minimally effective in combat if they didn't even know how their own powers worked. For example, if a character didn't know he had a particular encounter power, he wouldn't know to use that power at all, and would get no benefit out of it. (Or he might end up using the power without knowing it, but if he didn't know about it he would not be able to use any tactics to make the most of the power.)
Now when a character uses a power, he must observe its effects. Suppose a character didn't know that a particular power was encounter only, and tried to use it again in the same encounter. What happens? Whatever happens (whether he wastes his action, or whether he uses an at-will instead, or whatever) he must realize that the power didn't work as expected. Thus he would soon realize that the power only worked correctly the first time he used it in an encounter, and would soon deduce what was going on. (Note that this has nothing to do with the underlying mechanism behind the limitation. It only states that GIVEN that the limitation exists, characters should be able to figure out that it exists.)
By premise (1), this works consistently, so all fighters (and other characters with PC classes) in the game world would observe the same effects. Thus by premise (4), if the character had any sort of training beforehand, presumably this training would include how to use powers effectively, and the fact that the powers have use limitations would be part of that training. (Even if the character missed this part of the training he would still easily figure it out after a few encounters.)
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A similar argument could apply to many different areas of game mechanics. Levels? Characters get certain powers at certain levels, so if they know what powers they are getting they know where they are in the progression. Enhancement bonuses on weapons? When crafting weapons, characters must know how much residuum they are using, and they can figure out from that that different amounts give different strength enchantments. (And presumably someone selling magic items would rate them according to their strength so customers would know what they are buying.)