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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="prosfilaes" data-source="post: 5631550" data-attributes="member: 40166"><p>Again, bull. There are a lot of rules that are reasonable abstractions of the game world. Rolling a D6, 1-3 heads, 4-6 tails, for a coin flip maps directly to the game world. It doesn't model the aerodynamics (or lack thereof) of the coin--most coins are at least a percent off 50-50, the odds it will land on the edge, the odds that it will come apart in mid-air, etc. But it does provide a playable, close, abstraction of the game world. </p><p></p><p>Then there are rules that aren't reasonable abstractions of the game world. A solo, illiterate (and non-book carrying) barbarian who has spent his recent time (last few levels) alone in the wilderness can gain skills in Knowledge (Religion). There's a difference between the two, one which matches the game world to a certain granularity and one of which doesn't. </p><p></p><p></p><p></p><p>Now you've got non-specific on the type of interactions. Still, many rules were not written as attempts to abstract some type of interactions. The skill rules in 3E are at best a vague handwave at simulating the learning process; they're there to be gameable. </p><p></p><p>My favorite artificial example of a disassociated mechanic would be something like:</p><p></p><p>Feat: Kill Distant Opponent </p><p>Requirements: BAB +12</p><p></p><p>A fighter without any ranged weapons may attack creatures up to 60' away with their melee weapons. Note: The fighter does not lose the weapons with this attack.</p><p></p><p>It's not trying to model anything; it's trying to give a specific power to a class without concern about how it works in the game world.</p><p></p><p></p><p></p><p>So he moves into a position. Marking in D&D 4 doesn't force the character to move into a particular strategic position.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 5631550, member: 40166"] Again, bull. There are a lot of rules that are reasonable abstractions of the game world. Rolling a D6, 1-3 heads, 4-6 tails, for a coin flip maps directly to the game world. It doesn't model the aerodynamics (or lack thereof) of the coin--most coins are at least a percent off 50-50, the odds it will land on the edge, the odds that it will come apart in mid-air, etc. But it does provide a playable, close, abstraction of the game world. Then there are rules that aren't reasonable abstractions of the game world. A solo, illiterate (and non-book carrying) barbarian who has spent his recent time (last few levels) alone in the wilderness can gain skills in Knowledge (Religion). There's a difference between the two, one which matches the game world to a certain granularity and one of which doesn't. Now you've got non-specific on the type of interactions. Still, many rules were not written as attempts to abstract some type of interactions. The skill rules in 3E are at best a vague handwave at simulating the learning process; they're there to be gameable. My favorite artificial example of a disassociated mechanic would be something like: Feat: Kill Distant Opponent Requirements: BAB +12 A fighter without any ranged weapons may attack creatures up to 60' away with their melee weapons. Note: The fighter does not lose the weapons with this attack. It's not trying to model anything; it's trying to give a specific power to a class without concern about how it works in the game world. So he moves into a position. Marking in D&D 4 doesn't force the character to move into a particular strategic position. [/QUOTE]
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