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<blockquote data-quote="5ekyu" data-source="post: 7514299" data-attributes="member: 6919838"><p>My background and other interests does not use the term gimmick as derogatory. In various entertainments, its often used to indicate anything intended to be "believed" or followed as if its part of the scene but which is really not "real".</p><p></p><p>The "Quuen of Sheebah" is maybe from Detroit but at the show its treated as if she is not. The "brass knucks" the "heel" pulls from his tights are not real but his opponent and the fans act like they do.</p><p></p><p>Similarly, these types of points add to the "scene at play" advantage or actual physical features that were not there by either the design/intent (layout - no torch was written as in the drawer prior to the spend) or that are acquired by action/mechanics (advantage was not gained by HELP or flanking) etc **but** when we spend the gimmick as a player to create these we are agreeing to pretend its normal play of a scene.</p><p></p><p>An example of non-gimmick "points" or abilities - the wizard conjurer can conjure a torch as a known in game thing - a class ability. Similarly, certain rogue subs can generate advantage in opening round. Another could be the gradual acquisition of "edge" by hitting a foe in combat where you can spend x token for gains such as advantage **against that foe** (representing gradual setup of the enemy for an exploit strike.) Another are systems where you can use limited numbers of rerolls in certain cases only because your character is built as "very good at..." sometimes referred to as specialties. </p><p></p><p>All of those have direct in game, in scene, in build, in fiction link between cause and effect. </p><p></p><p>Hence the term gimmick used to represent the various outside the character/scene interventions - particularly ones without ties between earn and use.or any need to explain how they are occuring. 5e inspiration RAW requires not one grunt of "why does your character have advantage on this roll". It doesnt tie. it to stuff you are good at. It doesnt help you with the work it into scene bit, just expects it to be treated as normal as real within the scene - like the brass knucks or Queen of Sheebah.</p><p></p><p>At times i have seen these referred to as meta-game points but i think we might be able to agree meta-game is pretty loaded term as well.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7514299, member: 6919838"] My background and other interests does not use the term gimmick as derogatory. In various entertainments, its often used to indicate anything intended to be "believed" or followed as if its part of the scene but which is really not "real". The "Quuen of Sheebah" is maybe from Detroit but at the show its treated as if she is not. The "brass knucks" the "heel" pulls from his tights are not real but his opponent and the fans act like they do. Similarly, these types of points add to the "scene at play" advantage or actual physical features that were not there by either the design/intent (layout - no torch was written as in the drawer prior to the spend) or that are acquired by action/mechanics (advantage was not gained by HELP or flanking) etc **but** when we spend the gimmick as a player to create these we are agreeing to pretend its normal play of a scene. An example of non-gimmick "points" or abilities - the wizard conjurer can conjure a torch as a known in game thing - a class ability. Similarly, certain rogue subs can generate advantage in opening round. Another could be the gradual acquisition of "edge" by hitting a foe in combat where you can spend x token for gains such as advantage **against that foe** (representing gradual setup of the enemy for an exploit strike.) Another are systems where you can use limited numbers of rerolls in certain cases only because your character is built as "very good at..." sometimes referred to as specialties. All of those have direct in game, in scene, in build, in fiction link between cause and effect. Hence the term gimmick used to represent the various outside the character/scene interventions - particularly ones without ties between earn and use.or any need to explain how they are occuring. 5e inspiration RAW requires not one grunt of "why does your character have advantage on this roll". It doesnt tie. it to stuff you are good at. It doesnt help you with the work it into scene bit, just expects it to be treated as normal as real within the scene - like the brass knucks or Queen of Sheebah. At times i have seen these referred to as meta-game points but i think we might be able to agree meta-game is pretty loaded term as well. [/QUOTE]
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