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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Bagpuss" data-source="post: 5619360" data-attributes="member: 3987"><p>Okay, I can see where you are coming from calling that a critical, but at least you can see how they might be modeled a different way, even if you feel it requiring a critical is a better way to model it.</p><p></p><p>Personally I prefer a daily mechanic than a "critical" mechanic to model those events.</p><p></p><p>Taking the stances mentioned earlier.</p><p></p><p>A critical mechanic to model rare circumstances, would be in the actor stance.</p><p></p><p>Where as a daily mechanic would be in the author stance I think.</p><p></p><p>We know the event is likely to only happen once every four fights or so. A one in 20 chance. The actor stance makes that event random, where as the daily mechanic gives the player control over when that event happens.</p><p></p><p>In the critical model, while the athlete might be able to make that same catch five minutes later, he might never make it in an entire game or even in a season, because it is completely random.</p><p></p><p>In the daily model at least I as the player get to pick when the event is important enough to ensure the game winning catch.</p><p></p><p>The other problem was in 3rd ED it never really was a critical model (1 in 20 chance), it was just a case of rolling against a fixed number.</p><p></p><p>So if we take the popular example of tripping, there tended to be two options.</p><p></p><p>1) Don't build a character that focuses on tripping, and if you attempt to trip you will most likely fail, because it is a rare chance of happening. So you never used the trip action, because there was nearly always something better you could do than waste an action failing to trip.</p><p></p><p>or</p><p></p><p>2) Build a character based on tripping and exploiting that roll with additional modifiers until in the end completely almost removing the random element. Something that should have been a special occasional event became and every round event.</p><p></p><p>What I like about 4th Ed is now, I don't have to build a character around tripping to be able to do it when it is dramatically appropriate. And I don't have to put up with characters tripping every single round of combat until it becomes boring.</p><p></p><p>But yes there is a difference in stance there I suppose.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 5619360, member: 3987"] Okay, I can see where you are coming from calling that a critical, but at least you can see how they might be modeled a different way, even if you feel it requiring a critical is a better way to model it. Personally I prefer a daily mechanic than a "critical" mechanic to model those events. Taking the stances mentioned earlier. A critical mechanic to model rare circumstances, would be in the actor stance. Where as a daily mechanic would be in the author stance I think. We know the event is likely to only happen once every four fights or so. A one in 20 chance. The actor stance makes that event random, where as the daily mechanic gives the player control over when that event happens. In the critical model, while the athlete might be able to make that same catch five minutes later, he might never make it in an entire game or even in a season, because it is completely random. In the daily model at least I as the player get to pick when the event is important enough to ensure the game winning catch. The other problem was in 3rd ED it never really was a critical model (1 in 20 chance), it was just a case of rolling against a fixed number. So if we take the popular example of tripping, there tended to be two options. 1) Don't build a character that focuses on tripping, and if you attempt to trip you will most likely fail, because it is a rare chance of happening. So you never used the trip action, because there was nearly always something better you could do than waste an action failing to trip. or 2) Build a character based on tripping and exploiting that roll with additional modifiers until in the end completely almost removing the random element. Something that should have been a special occasional event became and every round event. What I like about 4th Ed is now, I don't have to build a character around tripping to be able to do it when it is dramatically appropriate. And I don't have to put up with characters tripping every single round of combat until it becomes boring. But yes there is a difference in stance there I suppose. [/QUOTE]
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