Raven Crowking
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The essay also explicitly states that nothing about dissociated mechanics undermines roleplaying around those mechanics. (OTOH, it's pretty much true by definition that you are not roleplaying during those times in which you are using dissociated mechanics and, therefore, not engaged in the process of making decisions as if you were your character.)
My point is that it's not enough for the game rules to stipulate that there is a method that can be learned, if the notion of such a method is contradictory or incoherent.
I would suggest that the notion, in D&D, of phasing my body as an EX rather than a SU ability, is an example of that sort of incoherence.
Hiding in plain sight perhaps not - but does it have clothing/camouflage requirements?
Extraordinary Abilities (Ex)
Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training.
These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field.
Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are standard actions unless otherwise noted.
The big difference between the types of abilities? Whether or not they go away in an anti-magic field (SU abilities are magic). EX abilities do not have to obey the laws of physics (though they definitely can), though they "are not something that just anyone can do or even learn to do without extensive training."Supernatural Abilities (Su)
Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is:
10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma).
Very well said, RC.I cannot think of any RPG that doesn't blend role-playing (making decisions within the frame of the avatar), story-telling (narration from Director or Author stance, where one is not directly playing the role within the frame of the avatar), and gamism (engaging the mechanics). I would also agree that these three things are at times indistinguishable, as they blend together during actual play.
The claim that, at times in the game in which you are not playing a role, you are not actively engaged in role-playing, shouldn't be seen as inflammatory.
Justin Alexander's essay makes reference to mechanics that are "nothing more than mechanical artefacts". If EX and SU mean nothing more than how something interacts with an anti-magic field, then they've become nothing more than mechanical artefacts. To the extent that they are something other than mechanical artefacts, it's because we have some more-or-less independent grasp of what is magical, and what not - and hence what anti-magic will affect, and what it won't.A quick notation of how EX and SU are actually used in 3.5 may help you to understand where I'm coming from
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The big difference between the types of abilities? Whether or not they go away in an anti-magic field (SU abilities are magic). EX abilities do not have to obey the laws of physics (though they definitely can), though they "are not something that just anyone can do or even learn to do without extensive training."
Thus, my assertion that as long as there is a way for the ability to be learned, explored, or observed in-game, than it's not dissociative.
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EX and SU abilities really have nothing to do with it.
Two issues with that. One, I think many players don't use term "role-playing" as defining merely the subset of play that occurs within Actor Stance. Some use it for any activity involved within the play of a role-playing game, including the engagement of mechanics. Others, myself included, would define it as encompassing all the decision-making process made at the table, whether in Actor, Director, or Author stance.I cannot think of any RPG that doesn't blend role-playing (making decisions within the frame of the avatar), story-telling (narration from Director or Author stance, where one is not directly playing the role within the frame of the avatar), and gamism (engaging the mechanics). I would also agree that these three things are at times indistinguishable, as they blend together during actual play.
RC
Average Joe looks to me here like boring Joe, or maybe Joe who doesn't care much for the dramatic/thematic elements of the fiction. Maybe I'm missing some obvious point, but I'm not sure why is it significant that this Joe care about narration. Presumably this Joe wouldn't narrate much in HeroQuest, either, or in the Burning Wheel - but what follows from that?If we're asking if a mechanic encourages narration, it has to also be true for an average session with Average Joe. A mechanic that encourages narration in oddball corner cases or for storyteller players who are already inclined to narrate regardless, then it doesn't prove much to claim that a mechanic encourages narration 0.1% of the time -- as most of us are interested in the 99.9%.
This, in my mind, is the heart of roleplaying. Whatever class and skills a character possesses, whatever race, whatever "level" or proficiency a character has, all of that is merely a vehicle for the player to present themselves as a particular rational entity, and that the game world is expected to respond, act, and react to what is presented. Character backbround matters because of this reality. I've seen a lot of people say in essence that no character needs a background any more specific than "I grew up with an adventuring spirit."