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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="JamesonCourage" data-source="post: 5623723" data-attributes="member: 6668292"><p>If whether or not something is dissociated is based on if it can be learned, explored, or observed in-game, than yes, everything can be fluffed so that it is no longer dissociated.</p><p></p><p>If we look at the rogue's Trick Strike, which has been presented as momentary narrative control (a dissociated mechanic), and we refluff it to say "he learned a trick that allows him to warp reality once per day" than it's no longer dissociated.</p><p></p><p>This can be problematic to people that want to play classes purely based in the mundane (even if their capabilities exceed mundane capabilities).</p><p></p><p>Inherently, there is nothing wrong with dissociated mechanics. Some people like them, some don't. Some dissociated mechanics are easier to refluff than others in a way that satisfies certain players. What making a dissociated mechanic does do is force players to associate the mechanic themselves, which can be difficult for some people to accept without falling back on "it's magic." And, for players who want a character firmly rooted in the mundane, this can be problematic indeed.</p><p></p><p>So, as usual, preferences vary, and mileage has varied. People have had different experiences and different levels of enjoyment. Some people have a hard time reconciling dissociated mechanics if they're too out there for us (even in a fantasy setting!), such as my problem with a paralyzed, unconscious rogue using Evasion in 3.X. Others don't have that problem, and they are no more objectively right or wrong than I am.</p><p></p><p>I don't understand why the definition of whether or not something is dissociated still seems to be in question, though.</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: 5623723, member: 6668292"] If whether or not something is dissociated is based on if it can be learned, explored, or observed in-game, than yes, everything can be fluffed so that it is no longer dissociated. If we look at the rogue's Trick Strike, which has been presented as momentary narrative control (a dissociated mechanic), and we refluff it to say "he learned a trick that allows him to warp reality once per day" than it's no longer dissociated. This can be problematic to people that want to play classes purely based in the mundane (even if their capabilities exceed mundane capabilities). Inherently, there is nothing wrong with dissociated mechanics. Some people like them, some don't. Some dissociated mechanics are easier to refluff than others in a way that satisfies certain players. What making a dissociated mechanic does do is force players to associate the mechanic themselves, which can be difficult for some people to accept without falling back on "it's magic." And, for players who want a character firmly rooted in the mundane, this can be problematic indeed. So, as usual, preferences vary, and mileage has varied. People have had different experiences and different levels of enjoyment. Some people have a hard time reconciling dissociated mechanics if they're too out there for us (even in a fantasy setting!), such as my problem with a paralyzed, unconscious rogue using Evasion in 3.X. Others don't have that problem, and they are no more objectively right or wrong than I am. I don't understand why the definition of whether or not something is dissociated still seems to be in question, though. As always, play what you like :) [/QUOTE]
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