Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Doug McCrae" data-source="post: 5620440" data-attributes="member: 21169"><p>Quite a few of the class powers in 3e simply state what the power does without giving an explanation of what is going on in the game world, of how the power is accomplished. It's particularly noticeable with the extraordinary abilities, which, being supernatural* but not magical would seem to require more explanation. Examples include: the barbarian's fast movement; the druid's animal companion, woodland stride, trackless step, venom immunity and timeless body; the monk's timeless body and tongue of the sun and moon; the ranger's woodland stride and hide in plain sight; the paladin's divine health; the rogue's special ability opportunist. This would seem to lay them open to the same objections The Alexandrian levels at the <em>besieged foe</em> power, of being open to multiple interpretations.</p><p></p><p>I must admit though that most of the class powers do have accompanying flavor text. An example is the druid's wild empathy - "a druid can use body language, vocalizations, and demeanor to improve the attitude of the animal." I was surprised to discover that there is flavor text for a barbarian's damage reduction, a particularly supernatural power – he "gains the ability to shrug off some amount of injury from each blow or attack." Though whether that's sufficient to justify DR5/-, the same resistance to damage as a wooden door, is more open to question.</p><p></p><p>In this case I was using abstract to mean a single rule which can stand for a wide variety of quite different game world properties. As pemerton described upthread, this is Gary's account of saving throws in the 1e DMG pg 80 -</p><p></p><p style="margin-left: 20px">This protection takes a slightly different form for each class of character. Magic-users understand spells, even on an unconscious level, and are able to slightly tamper with one so as to render it ineffective. Fighters withstand them through sheer defiance, while clerics create a small island of faith. Thieves find they are able to avoid a spell's full effects by quickness . . .</p><p></p><p></p><p>Hit points are similarly abstract, by the 1e DMG, in that one hit point can mean a unit of physical injury, or skill, or luck, or fatigue, or divine protection.</p><p></p><p>You are quite right to say that all rules are abstract. It's a good point and something I'd not considered. As mentioned upthread, a roll to hit could reference a stab or a slash. But I think the level of abstraction involved in saving throws and hit points is far greater than this.</p><p></p><p>It's relevant to The Alexandrian's argument because his difficulty with the <em>besieged foe</em> power appears to be the variety of possible game world interpretations it allows. This is where we get into difficulty in distinguishing between a dissociated mechanic and a highly abstract rule. I think they are the same thing, at least for this definition of dissociated mechanic.</p><p></p><p>I think that 3e's extraordinary abilities have a lot to do with it. The Alexandrian's difficulty is not with magical powers, which as always get a free pass, but with non-magical martial powers such as Trick Strike, his first example of a dissociated mechanic. TA's problem with Trick Strike is that he cannot explain it in terms of the game world. But 3e is already full of non-magical martial powers. An extraordinary ability is a power that cannot work in our world. It is a power that *should* break our suspension of disbelief. Why then can Trick Strike not be an extraordinary ability? If we accept barbarians with skin as tough as wood and druids with immunity to poison and monks speaking with any living creature and rangers hiding in plain sight and a character with evasion avoiding all damage from a fireball. While he's asleep. And that all of these are non-magical, then why can we not accept Trick Strike?</p><p></p><p>*EDIT: I should add that when I use the word supernatural I'm using it in its common English sense, and not as a D&D rule term. In 3e, supernatural abilities are always magical.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5620440, member: 21169"] Quite a few of the class powers in 3e simply state what the power does without giving an explanation of what is going on in the game world, of how the power is accomplished. It's particularly noticeable with the extraordinary abilities, which, being supernatural* but not magical would seem to require more explanation. Examples include: the barbarian's fast movement; the druid's animal companion, woodland stride, trackless step, venom immunity and timeless body; the monk's timeless body and tongue of the sun and moon; the ranger's woodland stride and hide in plain sight; the paladin's divine health; the rogue's special ability opportunist. This would seem to lay them open to the same objections The Alexandrian levels at the [I]besieged foe[/I] power, of being open to multiple interpretations. I must admit though that most of the class powers do have accompanying flavor text. An example is the druid's wild empathy - "a druid can use body language, vocalizations, and demeanor to improve the attitude of the animal." I was surprised to discover that there is flavor text for a barbarian's damage reduction, a particularly supernatural power – he "gains the ability to shrug off some amount of injury from each blow or attack." Though whether that's sufficient to justify DR5/-, the same resistance to damage as a wooden door, is more open to question. In this case I was using abstract to mean a single rule which can stand for a wide variety of quite different game world properties. As pemerton described upthread, this is Gary's account of saving throws in the 1e DMG pg 80 - [indent]This protection takes a slightly different form for each class of character. Magic-users understand spells, even on an unconscious level, and are able to slightly tamper with one so as to render it ineffective. Fighters withstand them through sheer defiance, while clerics create a small island of faith. Thieves find they are able to avoid a spell's full effects by quickness . . .[/indent] Hit points are similarly abstract, by the 1e DMG, in that one hit point can mean a unit of physical injury, or skill, or luck, or fatigue, or divine protection. You are quite right to say that all rules are abstract. It's a good point and something I'd not considered. As mentioned upthread, a roll to hit could reference a stab or a slash. But I think the level of abstraction involved in saving throws and hit points is far greater than this. It's relevant to The Alexandrian's argument because his difficulty with the [I]besieged foe[/I] power appears to be the variety of possible game world interpretations it allows. This is where we get into difficulty in distinguishing between a dissociated mechanic and a highly abstract rule. I think they are the same thing, at least for this definition of dissociated mechanic. I think that 3e's extraordinary abilities have a lot to do with it. The Alexandrian's difficulty is not with magical powers, which as always get a free pass, but with non-magical martial powers such as Trick Strike, his first example of a dissociated mechanic. TA's problem with Trick Strike is that he cannot explain it in terms of the game world. But 3e is already full of non-magical martial powers. An extraordinary ability is a power that cannot work in our world. It is a power that *should* break our suspension of disbelief. Why then can Trick Strike not be an extraordinary ability? If we accept barbarians with skin as tough as wood and druids with immunity to poison and monks speaking with any living creature and rangers hiding in plain sight and a character with evasion avoiding all damage from a fireball. While he's asleep. And that all of these are non-magical, then why can we not accept Trick Strike? *EDIT: I should add that when I use the word supernatural I'm using it in its common English sense, and not as a D&D rule term. In 3e, supernatural abilities are always magical. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
Top