That doesn't seem relevant to the post of mine you quoted, which was about the relationship between immersion and certain mechanics.Many people are not interested in games that mechanize emotional drives and intentions. This is a preference.
That doesn't seem relevant to the post of mine you quoted, which was about the relationship between immersion and certain mechanics.Many people are not interested in games that mechanize emotional drives and intentions. This is a preference.
Except the part of the fiction that pertains to emotions!F
For my part I pretty much always want the rules to reflect the fiction, but there are many games that operate differently and they all have their fans too.
Nor for @Crimson Longinus, judging from his posts upthread.There is no correlation for you, because you have a different preference.
All I would I would add is that, in D&D, it is the player who decides (by rolling their dice and adding their bonuses) whether or not the NPC they are attacking is able to duck; and it is the player who decides that their PC does not sneeze or shake at the exact moment they need to clearly speak the words of a spell, and perform its intricate gestures.Whereas swinging a sword, performing a combat maneuver, or casting a spell are inherently actions the character is taking.
I still don't understand. In D&D, trying to cast a spell when the preconditions are right (you know the spell, have it prepared, etc) means automatic success. And that is supposed to be diegetic.And how does any of that contradict what I said?
I said, "In your latest description of the mechanic there was a scenario where the player could just succeed by spending a resource. The character trying really hard cannot fictionally guarantee success. That’s the disconnect."
And just to elaborate so I am crystal clear.
I'm saying that the claim that spending a resource to just succeed is diegeticly supported because the character is trying really hard is untrue because diegeticly a character trying really hard doesn't guarantee success.
I'm running out of ways to say this. Trying extra hard doesn't guarantee success, therefore a mechanic that models trying extra hard by having the effect be automatic success is not diegetic. Casting a spell providing the preconditions are right, does guarantee success (at least in D&D fiction *of the spell cast itself and not necessarily the effect, ex: hold person can miss and do nothing), so modeling that by having the spell casting mechanic always be successful is diegetic (providing the preconditions are there).I still don't understand. In D&D, trying to cast a spell when the preconditions are right (you know the spell, have it prepared, etc) means automatic success. And that is supposed to be diegetic.
But you say that spending a resource to try extra-hard, and thereby guaranteeing success, is not diegetic.
I don't understand the difference.
That reasoning is questionable because what it leads to is the conclusion that spellcasting must be a trivially simple activity like snapping your fingers (actually easier), but at the same time spellcasting is restricted specifically to some classes (while presenting the activity itself as something that is actually complex to learn).I'm running out of ways to say this. Trying extra hard doesn't guarantee success, therefore a mechanic that models trying extra hard by having the effect be automatic success is not diegetic. Casting a spell providing the preconditions are right, does guarantee success (at least in D&D fiction *of the spell cast itself and not necessarily the effect, ex: hold person can miss and do nothing), so modeling that by having the spell casting mechanic always be successful (providing the preconditions are there) is diegetic.
Please engage with my response instead of just repeating your question.
There's a bunch of plausible explanations. The simplest being that spell casting is complex to learn but simple to perform once that eureka moment occurs. Learning most any math at or just beyond one's current level is probably a good real world example for most people.That reasoning is questionable because what it leads to is the conclusion that spellcasting must be a trivially simple activity like snapping your fingers (actually easier), but at the same time spellcasting is restricted specifically to some classes (while presenting the activity itself as something that is actually complex to learn).
As a simple example, grappling a casters free hands should suffice to shut off any spellcasting requiring a somatic component. What hoops the DM requires one to jump through to do that and maintain it might make it not an effective option, but it's definitely an option.Why? Because there's pretty much nothing that can prevent a spellcaster from casting a spell. You could be exhausted to the point of near death while being grappled by the kraken itself on board of an enormous ship in a storm during a rain of meteors, and only death would prevent you from casting spells.
I don't disagree.Spellcasting in D&D is terribly designed.
It's a 5e problem not a d&d problem. 4e was a bit too different for comparison but ad&d2e and 3.x had a lot of things that could interrupt spellcasting with a concentration check for a spell of the level being cast (or worse).That reasoning is questionable because what it leads to is the conclusion that spellcasting must be a trivially simple activity like snapping your fingers (actually easier), but at the same time spellcasting is restricted specifically to some classes (while presenting the activity itself as something that is actually complex to learn).
Why? Because there's pretty much nothing that can prevent a spellcaster from casting a spell. You could be exhausted to the point of near death while being grappled by the kraken itself on board of an enormous ship in a storm during a rain of meteors, and only death would prevent you from casting spells.
Spellcasting in D&D is terribly designed.