In Defense of the Theory of Dissociated Mechanics

I find this thread interesting, in that I really love these "disassociated mechanics!" That's probably partially what drew me to 4e (although the dissociative properties are minuscule at best). It's definitely what drew me to FATE. I love it when a player can step in and say "This happens" or "This is how the game world works" for just a moment. I think it gives an extra thrill to the game and can keep the GM engaged in a different way than I'm used to: no longer the sole architect of the world and now a participant in a way. It's great. It's really really great!

Technically, IF a daily is a random event requiring a number of external unpredictable variables to be true, then choosing when that improbable event occurs AND in fact knowing that it's going to happen 1/day is "disassociated".

Nobody is arguing the definition of a word created by someone to define that exact thing! :p
 

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Nobody is arguing the definition of a word created by someone to define that exact thing! :p
I did define it, at least for myself :)

1) if the mechanic allows 0-1/day
2) and if there exists fictional expectations that it could probably occur more or less than 0-1/day
3) then you have dissassociation

More on page 9...

Again, "disassociation" in itself is neither good nor bad, it's all relative, a question of degree and subjective tolerances, etc. etc.
 

encounter powers, monsters with recharges, many monster powers in general, and so on have no in-game explanation for why they work the way they do.
I don't think the game needs to repeat the same explanation in multiple places, particularly if the explanation works equally well for all of them, which it does.

At any rate, now you're simply quibbling with the editing because, clearly, if the same sentence about martial dailies on PHB 54 were also placed into the section on martial encounters and monstrous powers, you'd deem those mechanics no longer disassociated.

That's not really a satisfying explanation
"Satisfaction" is a matter of opinion. I found it perfectly satisfying. Others don't. Some people find the explanation for why a hero can fall 40 feet with complete confidence that he will survive (because he has more hp than can be caused by an 40-foot fall) dissatisfying. Others don't have a problem with it.

Which brings us back to the issue being, not that 4e's mechanics are disassociated or abstracted, or what have-you, but that individual people don't like 4e because it exceeds their threshold for abstraction/disassociation in specific cases, just as other people have been turned off to prior editions of D&D due to the abstractions and/or disassociation related to hit points, levels, and other abstract mechanics.
 

I did define it, at least for myself :)

1) if the mechanic allows 0-1/day
2) and if there exists fictional expectations that it could probably occur more or less than 0-1/day
3) then you have dissassociation

More on page 9...

Again, "disassociation" in itself is neither good nor bad, it's all relative, a question of degree and subjective tolerances, etc. etc.

Okay, but Bagpuss never said it wasn't "disassociative."
 


Some people find the explanation for why a hero can fall 40 feet with complete confidence that he will survive (because he has more hp than can be caused by an 40-foot fall) dissatisfying. Others don't have a problem with it.
You wrote that article about minions' hit points being relative to the PCs, so maybe the same is true for PCs.

I might be tempted to say that hit points are situational, and if you had your character confidentally jump off a cliff with that kind of metagame thinking, then you're tempting Lady Fate and who knows if she might wave those hit points goodbye.
 

Yet Pogo the clown has no impairment to any limbs or organs. What sort of biological condition is a creature in such that both (i) a bad scrape would knock it out, yet (ii) it has no functional impairments?

Ask a boxer. Eventually, too much is just too much. Another example would be someone who manages to knock themselves out in the shower in one go; obviously, they didn't have many hit points to begin with. Another example would be Boromir, or apparently, Blackbeard the Pirate.

The issue is not abstraction. The issue is that abstraction gives game mechanics room to move. If they are moved in such a way that they cease to have a meaningful relationship to what they were originally supposed to be abstracting, that's what is being called dissociated.
 

So if I'm understanding this (clarified) explanation of dissociated powers...

... feinting in melee combat in AD&D is dissociated because it isn't something the player can choose to do. It's assumed their character is doing it --all the time, when they're in the mood, if they got bit by a feinting bug that morning-- but declaring a feint has no effect.

No, that is not a dissociated mechanic. There is no feinting mechanic, for one thing. Feinting is simply generalized into to-hit rolls.

... critical hits in D&D 3e are dissociated, because they're a product of mere probability, modified by weapon type and possibly feat choice and class ability. But not by player choice during live play. A player can declare "I'm shooting for the eyes --or any other vital spot-- but this, again has no effect.

That is not dissociated, either, since people who shoot for the eyes do not always hit them. In fact, it's safe to assume people are always shooting for the eyes, if the opportunity presents itself. Actually being able to make called shots to the eyes is more likely to be dissociated, since it's rare that a game would closely model whether or not the eyes were a reasonably available target.

... saving throws are dissociated powers aren't necessarily tied to specific character actions, and the representation of a saving throw in the game fiction is described after the fact. The order of operation is: player makes a saving throw --> die roll is evaluated --> character's action in the fiction is described.

Not dissociated. In fact, saving throws are a flat-out simulation.

So dissociated mechanics have always been around, right? So can we talk about in a more nuanced way, perhaps discussing why some are good, or at least tolerable, while others get people's dander up?

Do you understand that glossing over the very subject of discussion and considering it solved is frustrating? None of those are dissociated mechanics. It has been claimed a couple of times that dissociation is just a level of abstraction, but I do not accept that position. Something can be highly abstracted but still completely immersive.

Player: We go back to the inn.
GM: Twenty minutes later, you arrive at the inn.

Another example:

GM: There are still two guards by the door.
Player: Are they the same guards from before?
GM: Yes.

Traveling a couple of miles, or recognizing another person on sight, are both considerable and complex tasks. But they aren't exactly really challenging, most of the time, so it's worthwhile to simply abstract the tasks. There is no really justifiable reason to make the players play out a twenty minute walk in real time, or to make the players roll a series of Spot/Perception checks in order to determine something that is easily determined.
 

The issue is not abstraction. The issue is that abstraction gives game mechanics room to move. If they are moved in such a way that they cease to have a meaningful relationship to what they were originally supposed to be abstracting, that's what is being called dissociated.

I agree that abstraction has nothing to do with a dissociated mechanic. but the "originally supposed to be abstracting" line there confuses me. What exactly do you mean by that?

EDIT: I also find it interesting that people want to somehow legitimize dissociated mechanics (which I used to just call Narrative and Gamist rules) by saying these things have been in D&D already, as if something has to be in D&D for it to be a legitimate roleplaying thing. It's like people who point out that Defenders, Strikers, etc have been in D&D as fighters and rogues. While there is some truth to it, it seems to me that there should be intrinsic qualities in these things that give them value beyond whether or not they have been in Dungeons and Dragons. But, then, this being a D&D board, I suppose it is natural to debate in that direction.

Me, I don't care if its been in D&D. The mechanics stand on their own, and if you don't agree, well, it isn't that big a deal. Even the most hardcore simulationist could probably sit down and enjoy a game of Dread or FATE, at least as a one shot. But, maybe that's just me.
 
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I agree that abstraction has nothing to do with a dissociated mechanic. but the "originally supposed to be abstracting" line there confuses me. What exactly do you mean by that?

Like, when someone says, "I attack the orc," what follows is an abstraction of combat. Everything in an RPG is an abstraction of some kind. For instance, when you roll a Sense Motive check, there aren't separate tables for reading facial wrinkles, or comparing their hesitation in speaking with previous interactions.
 

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