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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Yesway Jose" data-source="post: 5634248" data-attributes="member: 6679265"><p>Yes, there's something to be said for 3E patterns that are expected to crop up by the player, but there's something to be said for 4E patterns like the length and breadth of combat and the structure of a game day that self-regulates to resource management of healing surges and encounter/dailies. In-game and metagame cliches are rampant.</p><p> </p><p>There's something to be said for the "feel" of patterns that emerge naturally from probablities to match the pleasant surprise of the character when it happens once or more vs those that are imposed by a God-like Author like a fate that you predicted in advance and waiting impatiently for it to happen only once.</p><p> </p><p>Yes, there's something to be said for years of tolerance to old school patterns, but there's something to be said for a pattern that emerges in when you read it in the rulebook and you refuse to play the game and you go off to Pathfinder etc and annoy the heck out of 4E fans on forums.</p><p> </p><p>There's something to be said for a rule that reads "the sun rises and sets 1/day" vs "your character can do this 1/day and each day you must figure out why and each day you must agree and self-conform to this outcome".</p><p> </p><p>Yes, there's also something to be said for actual gameplay in which the noise of player choice and multiple options obscures the individual patterns.</p><p> </p><p>There's also something to be said for a mechanic that reads 'your PC can do this 1/day' vs 'your PC can do this successfully 1/day' vs 'you can use this mechanic 1/day' and clarifying the differences in published books isn't give the time of the day.</p><p> </p><p>I'm not trying to prove anything, and I'm purposefully leaving the "something to be said" unsaid. But there are many expectations and factors in play here. I don't think it's fair to say there's no difference and all things are equal. We can all look at the same picture and see a young lady or an old hag.</p></blockquote><p></p>
[QUOTE="Yesway Jose, post: 5634248, member: 6679265"] Yes, there's something to be said for 3E patterns that are expected to crop up by the player, but there's something to be said for 4E patterns like the length and breadth of combat and the structure of a game day that self-regulates to resource management of healing surges and encounter/dailies. In-game and metagame cliches are rampant. There's something to be said for the "feel" of patterns that emerge naturally from probablities to match the pleasant surprise of the character when it happens once or more vs those that are imposed by a God-like Author like a fate that you predicted in advance and waiting impatiently for it to happen only once. Yes, there's something to be said for years of tolerance to old school patterns, but there's something to be said for a pattern that emerges in when you read it in the rulebook and you refuse to play the game and you go off to Pathfinder etc and annoy the heck out of 4E fans on forums. There's something to be said for a rule that reads "the sun rises and sets 1/day" vs "your character can do this 1/day and each day you must figure out why and each day you must agree and self-conform to this outcome". Yes, there's also something to be said for actual gameplay in which the noise of player choice and multiple options obscures the individual patterns. There's also something to be said for a mechanic that reads 'your PC can do this 1/day' vs 'your PC can do this successfully 1/day' vs 'you can use this mechanic 1/day' and clarifying the differences in published books isn't give the time of the day. I'm not trying to prove anything, and I'm purposefully leaving the "something to be said" unsaid. But there are many expectations and factors in play here. I don't think it's fair to say there's no difference and all things are equal. We can all look at the same picture and see a young lady or an old hag. [/QUOTE]
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