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Why have dissociated mechanics returned?
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<blockquote data-quote="UngeheuerLich" data-source="post: 6006960" data-attributes="member: 59057"><p>While I believe, you overstate the problem, i do believe, that dissociated mechanics should be going away.</p><p></p><p>I have no problem with ritual versions of the spells:</p><p>You can only power so much spells by your mind, carefully memorizing them after you have rested. But with some material components to burn, you can draw and release the magical energy with yourself as a funnel (or something like that).</p><p></p><p>Also disciplined seems ok:</p><p>A hobgoblin can hold back his action, and aid another, a feat which most humanoids forget about...</p><p></p><p>But I reallydo want te flavour text of mechanics to be more important that the rules. If defender says: "you bring your shield between your friend and the attack", I want the defender to use that shield (or something similar).</p><p></p><p>In 4e, and 3e already there was a trend, that it was deemed unfun, if you don´t let the players always use their best tactics. When I played ADnD, there were a lot of times, where we had to fight in such narrow corridors, that you can´t swing a greataxe, and the fighter needed to use a shorter weapon. The wizard could not cast fireballs, as he would burn himself.</p><p>It is, that from 3.5 and upwards, you played a game, where rules came first, game world second. 3e had some few remains of the old ADnD: cover was determined by the DM and had 4 or 5 differentiations. concealment was very granular andfully in the hands of the DM. in 3.5, you got your first hard rules: 20% or 50% miss chance. Nothing in between. Always obvious for the players, which to use, but not modelling the sight conditions well any longer... full moon and starlight are now the same... the exact same 20%.</p><p></p><p>So with the next iteration I really want to have flavour first. The text needs to matter, the situation should be played, the rules only providing guidelines how to resolve the situation. The DMs position needs to be enforced, which is the only way to get away with he dissociation.</p><p></p><p>Rules such as disciplined are not needed anymore: you just need to tell the DM: "hobgoblines are disciplined in battle and frequently make use of the aid another action if it seems advantageous".</p><p></p><p>Also Halflings just need the text: "Halflings are small and nimble, and usually they are able to slip past creatures that are bigger than them and can hind behind bigger people if they are not paying attention or actively trying to hide them."</p><p></p><p>Usually, all those rules should be considered as "As a rule of thumb, you may do..." but there may be exceptions. Most abilities get dissociated, because they are written as you should always be able to use them without regard for the actual in game situation."</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 6006960, member: 59057"] While I believe, you overstate the problem, i do believe, that dissociated mechanics should be going away. I have no problem with ritual versions of the spells: You can only power so much spells by your mind, carefully memorizing them after you have rested. But with some material components to burn, you can draw and release the magical energy with yourself as a funnel (or something like that). Also disciplined seems ok: A hobgoblin can hold back his action, and aid another, a feat which most humanoids forget about... But I reallydo want te flavour text of mechanics to be more important that the rules. If defender says: "you bring your shield between your friend and the attack", I want the defender to use that shield (or something similar). In 4e, and 3e already there was a trend, that it was deemed unfun, if you don´t let the players always use their best tactics. When I played ADnD, there were a lot of times, where we had to fight in such narrow corridors, that you can´t swing a greataxe, and the fighter needed to use a shorter weapon. The wizard could not cast fireballs, as he would burn himself. It is, that from 3.5 and upwards, you played a game, where rules came first, game world second. 3e had some few remains of the old ADnD: cover was determined by the DM and had 4 or 5 differentiations. concealment was very granular andfully in the hands of the DM. in 3.5, you got your first hard rules: 20% or 50% miss chance. Nothing in between. Always obvious for the players, which to use, but not modelling the sight conditions well any longer... full moon and starlight are now the same... the exact same 20%. So with the next iteration I really want to have flavour first. The text needs to matter, the situation should be played, the rules only providing guidelines how to resolve the situation. The DMs position needs to be enforced, which is the only way to get away with he dissociation. Rules such as disciplined are not needed anymore: you just need to tell the DM: "hobgoblines are disciplined in battle and frequently make use of the aid another action if it seems advantageous". Also Halflings just need the text: "Halflings are small and nimble, and usually they are able to slip past creatures that are bigger than them and can hind behind bigger people if they are not paying attention or actively trying to hide them." Usually, all those rules should be considered as "As a rule of thumb, you may do..." but there may be exceptions. Most abilities get dissociated, because they are written as you should always be able to use them without regard for the actual in game situation." [/QUOTE]
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Why have dissociated mechanics returned?
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