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Once per day non-magical effects destroy suspension of disbelief
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4345552" data-attributes="member: 710"><p>The context I was posting in did not address the importance or validity of martial dailies in specific, but the general importance of dailies. It wasn't supposed to address the in-game logic or anything like that.</p><p>---</p><p></p><p>The easiest "cop-out" is to say: Martial powers are magic. It's "Martial Power" not "Mundane abilities". All those awesome stunts real people do, they are still mundane and are what you do when you're using basic and at-will attacks. The rest is "sword magic". It's not "flashy" with dazzling light displays, but it's still magic.</p><p></p><p>The a little less easy route is to say (because it might seem contrived): Martial Powers strain your body. To execute a specific maneuver/power, you use a combination of muscles, adrenaline, nerves and brain cell clusters that you will not be able to activate this way again unless you rest for a few hours. The neurons won't fire again with the necessary speed and sequence, the muscles are too fatigued, and you don't have the adrenaline to get the energy boost required. </p><p></p><p></p><p>The next way to go is using the narrative/gamist approach, assuming "fortune in the middle", and distinguishing between player and character choices. This seems to be the hardest for most, since it changes core assumptions on how to interpret game mechanics in the context of the game-world. Some people are not accustomed or do not want to change between a narrating player and the player characters point of view, or rather want them to be identical. </p><p></p><p></p><p>The final method might be to use the hong-way - stop thinking to hard about fantasy. While simplistic looking, it seems to be even harder then anything else, because most role-players have learned that it's important to think critical - which is usually right, but when we're talking about having fun only, and thinking gets in the way instead of improving it, there is no harm in not thinking to hard about fantasy. (And very different from what happens with "not thinking to hard about politics" or "not thinking to hard about gender equalities" or just "not thinking too hard about math")</p><p></p><p>Ask yourself only: Does it provide cool scenes on the battlefield? Does it make combat interesting? Would it lead to imbalances restricting daily powers to spellcasters only, or having all dailies becoming encounter powers? In short, do the game mechanics provide ways for a fun play experience?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4345552, member: 710"] The context I was posting in did not address the importance or validity of martial dailies in specific, but the general importance of dailies. It wasn't supposed to address the in-game logic or anything like that. --- The easiest "cop-out" is to say: Martial powers are magic. It's "Martial Power" not "Mundane abilities". All those awesome stunts real people do, they are still mundane and are what you do when you're using basic and at-will attacks. The rest is "sword magic". It's not "flashy" with dazzling light displays, but it's still magic. The a little less easy route is to say (because it might seem contrived): Martial Powers strain your body. To execute a specific maneuver/power, you use a combination of muscles, adrenaline, nerves and brain cell clusters that you will not be able to activate this way again unless you rest for a few hours. The neurons won't fire again with the necessary speed and sequence, the muscles are too fatigued, and you don't have the adrenaline to get the energy boost required. The next way to go is using the narrative/gamist approach, assuming "fortune in the middle", and distinguishing between player and character choices. This seems to be the hardest for most, since it changes core assumptions on how to interpret game mechanics in the context of the game-world. Some people are not accustomed or do not want to change between a narrating player and the player characters point of view, or rather want them to be identical. The final method might be to use the hong-way - stop thinking to hard about fantasy. While simplistic looking, it seems to be even harder then anything else, because most role-players have learned that it's important to think critical - which is usually right, but when we're talking about having fun only, and thinking gets in the way instead of improving it, there is no harm in not thinking to hard about fantasy. (And very different from what happens with "not thinking to hard about politics" or "not thinking to hard about gender equalities" or just "not thinking too hard about math") Ask yourself only: Does it provide cool scenes on the battlefield? Does it make combat interesting? Would it lead to imbalances restricting daily powers to spellcasters only, or having all dailies becoming encounter powers? In short, do the game mechanics provide ways for a fun play experience? [/QUOTE]
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