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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="JamesonCourage" data-source="post: 5621224" data-attributes="member: 6668292"><p>Here's the thing: if there's an in-game reason that can be learned, explored, or observed for why this is, than it's not dissociated. If there isn't, than it is dissociated.</p><p></p><p>So, if a GM lets you explore the ankheg by dissecting it and figuring out how quickly it can produce acid, than it's associated. If, however, there's no reason in-game that can be learned, explored, or observed, than it is dissociated.</p><p></p><p>I think you may have been trying to "get me" but my point was simple (and twisting it won't work in a reasonable conversation): the ankheg has a reason why it cannot use that ability more than once. If there is no such reason for an ability, in-game, than it's dissociative. I'll admit that an ankheg can have its acid spit as a dissociative mechanic if you agree that it fits the bill of dissociative. If you don't agree with that, I'm not sure the point of you trying to "get me".</p><p></p><p>Again, as far as I can tell, dissociative mechanics are mechanics that must be able to be learned, explored, or otherwise observed from an in-game perspective. So, again if the rogue only get to use his ability 1/day, and if it's just narrative control, than it is dissociative. If there's some in-game reason that can be learned, explored, or otherwise observed, than it isn't dissociative.</p><p></p><p></p><p></p><p>If there is an in-game reason that can be learned, explored, or observed, than I don't think it's dissociative. If the rogue can only get to use his ability 1/day, and if it's just narrative control, than it is dissociative. If there's some in-game reason that can be learned, explored, or otherwise observed, than it isn't dissociative.</p><p></p><p></p><p></p><p>I don't understand your question at all (that is, "What does it mean to "learn" or "explore" how one hides, non-magically, in plain sight?"). This seems so basic to me that I don't know where to start. What does it mean to explore how to apply an arm lock? That's literally the same thing, in my mind. The disconnect you seem to be having there is something I can't explain.</p><p></p><p>If there is some non-magical technique in-game that allows you to hide while being observed, than it can be taught (and thus learned by others). It can be explored. It can be observed. The same goes for evasion, though I'd probably see it as dissociative most of the time. If, however, it allowed you to phase your body reactively, without thought, when certain conditions were met, I could see it. I'd be hard pressed to accept it (my 3.5-based game doesn't allow Reflex saves while incapacitated), but at least it's associative.</p><p></p><p>This is such a simple thing to look at. Whether or not <em>anything</em> can be explored in-game. How one would go about doing that is a little more tricky, depending on what it is, but it's still a very straightforward concept.</p><p></p><p>Again, as far as I can tell, If there is an in-game reason that can be learned, explored, or observed, than I don't think it's dissociative. If the rogue can only get to use his ability 1/day, and if it's just narrative control, than it is dissociative. If there's some in-game reason that can be learned, explored, or otherwise observed, than it isn't dissociative.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5621224, member: 6668292"] Here's the thing: if there's an in-game reason that can be learned, explored, or observed for why this is, than it's not dissociated. If there isn't, than it is dissociated. So, if a GM lets you explore the ankheg by dissecting it and figuring out how quickly it can produce acid, than it's associated. If, however, there's no reason in-game that can be learned, explored, or observed, than it is dissociated. I think you may have been trying to "get me" but my point was simple (and twisting it won't work in a reasonable conversation): the ankheg has a reason why it cannot use that ability more than once. If there is no such reason for an ability, in-game, than it's dissociative. I'll admit that an ankheg can have its acid spit as a dissociative mechanic if you agree that it fits the bill of dissociative. If you don't agree with that, I'm not sure the point of you trying to "get me". Again, as far as I can tell, dissociative mechanics are mechanics that must be able to be learned, explored, or otherwise observed from an in-game perspective. So, again if the rogue only get to use his ability 1/day, and if it's just narrative control, than it is dissociative. If there's some in-game reason that can be learned, explored, or otherwise observed, than it isn't dissociative. If there is an in-game reason that can be learned, explored, or observed, than I don't think it's dissociative. If the rogue can only get to use his ability 1/day, and if it's just narrative control, than it is dissociative. If there's some in-game reason that can be learned, explored, or otherwise observed, than it isn't dissociative. I don't understand your question at all (that is, "What does it mean to "learn" or "explore" how one hides, non-magically, in plain sight?"). This seems so basic to me that I don't know where to start. What does it mean to explore how to apply an arm lock? That's literally the same thing, in my mind. The disconnect you seem to be having there is something I can't explain. If there is some non-magical technique in-game that allows you to hide while being observed, than it can be taught (and thus learned by others). It can be explored. It can be observed. The same goes for evasion, though I'd probably see it as dissociative most of the time. If, however, it allowed you to phase your body reactively, without thought, when certain conditions were met, I could see it. I'd be hard pressed to accept it (my 3.5-based game doesn't allow Reflex saves while incapacitated), but at least it's associative. This is such a simple thing to look at. Whether or not [I]anything[/I] can be explored in-game. How one would go about doing that is a little more tricky, depending on what it is, but it's still a very straightforward concept. Again, as far as I can tell, If there is an in-game reason that can be learned, explored, or observed, than I don't think it's dissociative. If the rogue can only get to use his ability 1/day, and if it's just narrative control, than it is dissociative. If there's some in-game reason that can be learned, explored, or otherwise observed, than it isn't dissociative. As always, play what you like :) [/QUOTE]
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