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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Neonchameleon" data-source="post: 5633382" data-attributes="member: 87792"><p>Absolutely. Nine times out of ten at a minumum the best combat choice is to use one of your standard attack patterns - a power. And for the pre-essentials classes there is a vast range of powers, few of which are especially stronger than others (the balance is not, of course, perfect - but it's pretty close). And if you pick powers that don't fit your character that's your own silly fault. In practice the sort of player who has problems with so-called dissassociated mechanics simply should not pick the powers they find to be disassociated.</p><p></p><p>Once you've picked your powers to go with your character, you discover that how your character moves and behaves to best effect in combat reflects the personality you gave him or her in a way that simply isn't true in most other RPGs. (3e feats don't even come close). If you want someone who's big and bullies other people you start by powers such as Tide of Iron allowing them to force their targets back and advancing covered by their shield - whereas a fighter that's more agile and defensive is more likely to take Footwork Lure. This is a part of your characters personality. And means that where the rubber meets the road, their best option is to play like ... themselves.</p><p> </p><p></p><p> </p><p>Every game that isn't almost purely narrativist anyway... (Wushu springs to mind). 4e has the good habit of errataing such cases when they come up - which has made a bit of a mess of Storm Pillar simply to prevent the "Toss them past the Tesla Coil" tactics.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5633382, member: 87792"] Absolutely. Nine times out of ten at a minumum the best combat choice is to use one of your standard attack patterns - a power. And for the pre-essentials classes there is a vast range of powers, few of which are especially stronger than others (the balance is not, of course, perfect - but it's pretty close). And if you pick powers that don't fit your character that's your own silly fault. In practice the sort of player who has problems with so-called dissassociated mechanics simply should not pick the powers they find to be disassociated. Once you've picked your powers to go with your character, you discover that how your character moves and behaves to best effect in combat reflects the personality you gave him or her in a way that simply isn't true in most other RPGs. (3e feats don't even come close). If you want someone who's big and bullies other people you start by powers such as Tide of Iron allowing them to force their targets back and advancing covered by their shield - whereas a fighter that's more agile and defensive is more likely to take Footwork Lure. This is a part of your characters personality. And means that where the rubber meets the road, their best option is to play like ... themselves. Every game that isn't almost purely narrativist anyway... (Wushu springs to mind). 4e has the good habit of errataing such cases when they come up - which has made a bit of a mess of Storm Pillar simply to prevent the "Toss them past the Tesla Coil" tactics. [/QUOTE]
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In Defense of the Theory of Dissociated Mechanics
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