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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Njall" data-source="post: 5617486" data-attributes="member: 54719"><p>That's precisely the point, though. During a match, you're not just throwing punches: you're formulating a strategy, looking for an opening and throwing a jab when it's appropriate. </p><p>Why aren't you just punching the other dude in the face over and over, since that first jab landed so easily? Because now you won't catch him off guard again with the same feints, and you can't just throw another punch with the same effect.</p><p>So, you have to try something else: maybe trip him, or try some different feints, or keep your guard high while you wait for another opening, and so forth.</p><p> That's something that AD&D or 3e can't simulate at all, for example: most combat oriented characters have a few select tricks that they're good at, and that they use over and over because not doing so would be suboptimal when not outright suicidal. </p><p>In such a system, combat is fairly repetitive ( I won't say that it's boring, because that's another matter entirely ), unless you're just using suboptimal options for the sake of it.</p><p>That's why "I'll use an encounter power that blinds my opponent now" ( or, if you prefer it, "I'll throw some dirt in his eyes and try to stab him while he's recovering, and next turn I'll try to trip him") feels closer to actual fighting than "I guess I'll just disarm him again, this round" for some of us. </p><p>It's just a matter of perspective, I suppose.</p></blockquote><p></p>
[QUOTE="Njall, post: 5617486, member: 54719"] That's precisely the point, though. During a match, you're not just throwing punches: you're formulating a strategy, looking for an opening and throwing a jab when it's appropriate. Why aren't you just punching the other dude in the face over and over, since that first jab landed so easily? Because now you won't catch him off guard again with the same feints, and you can't just throw another punch with the same effect. So, you have to try something else: maybe trip him, or try some different feints, or keep your guard high while you wait for another opening, and so forth. That's something that AD&D or 3e can't simulate at all, for example: most combat oriented characters have a few select tricks that they're good at, and that they use over and over because not doing so would be suboptimal when not outright suicidal. In such a system, combat is fairly repetitive ( I won't say that it's boring, because that's another matter entirely ), unless you're just using suboptimal options for the sake of it. That's why "I'll use an encounter power that blinds my opponent now" ( or, if you prefer it, "I'll throw some dirt in his eyes and try to stab him while he's recovering, and next turn I'll try to trip him") feels closer to actual fighting than "I guess I'll just disarm him again, this round" for some of us. It's just a matter of perspective, I suppose. [/QUOTE]
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In Defense of the Theory of Dissociated Mechanics
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