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Why have dissociated mechanics returned?
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<blockquote data-quote="Tony Vargas" data-source="post: 6008559" data-attributes="member: 996"><p>My apologies of all of the following has already been said:</p><p></p><p>Picture a mob ganging up on someone. They attack from all sides, one holds him while the others punch him, one knocks him down and the others stomp him. What he's doing might be as simple as growling "get him" then makes an aggressive, but easily defended against attack to absorb his attention while his buddies move in on his unprotected back, or it might be some choreographed series of cooperative maneuvers where they support eachother.</p><p></p><p>Gnoll psychology as pack animals?</p><p></p><p>Executing some well-drilled maneuver in coordination with his ally, no doubt. Roman legionaries, for instance, would use their shields to block the foe directly in front of them, but attack the enemies to their /right/, for instance. </p><p></p><p>Not wanting to show fear in front of his comrades?</p><p></p><p>Damage on a miss, much like damage on a hit, can be a matter of more than just actual wounds. An attack could be so brutal or aggressive that even if you avoid the brunt of it, you still expend some of that precious luck/skill/etc, or still get battered a little even though you got your shield in the way in time. That's just hps.</p><p></p><p>Meh. That's a matter of scope and abstraction. 'Halfling Nimbleness' could work only for most halflings, only vs certain creatures, only in certain circumstances, with every creature, circumstance, and halfling prerequisite (height, DEX, whatever) all detailed, but it'd be far more rules than such a modest ability calls for.</p><p></p><p>It's instead of an action. You're frightened, but rather than staying frightened you fight through it. </p><p></p><p>Well, some spells would be pretty worthless with a ritual casting time - like any combat spell. I'm going to put you all to sleep! Just wait while I get out my 50 gp of material components and chant for 5 minutes. Might as well make 'em some warm milk or valerian tea.</p><p></p><p>Some spells are presumably shorter and/or easier than others. </p><p></p><p>Yeah, it's prettymuch a return to the HD limits of classic D&D. The sense of it isn't hard to see, though: if a monster can resist being beaten to mush by dwarves with giant hammers, it can resist being turned to mush by magic.</p><p></p><p>That's a problem with hit points, yes. If you can't handle the abstraction of hps - which, really a sort of ablative 'plot armor,' and 'narrativist' and dissociative as all heck - then D&D was probably never your game.</p><p></p><p>I'm not sure it's a feat, exactly, Fighting Styles follow the same pattern as Specialities, which are collections of feats, though, so maybe it is?</p><p></p><p>Doesn't sound too dissociative, though: you can do the things you've trained to do, not the things you haven't.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6008559, member: 996"] My apologies of all of the following has already been said: Picture a mob ganging up on someone. They attack from all sides, one holds him while the others punch him, one knocks him down and the others stomp him. What he's doing might be as simple as growling "get him" then makes an aggressive, but easily defended against attack to absorb his attention while his buddies move in on his unprotected back, or it might be some choreographed series of cooperative maneuvers where they support eachother. Gnoll psychology as pack animals? Executing some well-drilled maneuver in coordination with his ally, no doubt. Roman legionaries, for instance, would use their shields to block the foe directly in front of them, but attack the enemies to their /right/, for instance. Not wanting to show fear in front of his comrades? Damage on a miss, much like damage on a hit, can be a matter of more than just actual wounds. An attack could be so brutal or aggressive that even if you avoid the brunt of it, you still expend some of that precious luck/skill/etc, or still get battered a little even though you got your shield in the way in time. That's just hps. Meh. That's a matter of scope and abstraction. 'Halfling Nimbleness' could work only for most halflings, only vs certain creatures, only in certain circumstances, with every creature, circumstance, and halfling prerequisite (height, DEX, whatever) all detailed, but it'd be far more rules than such a modest ability calls for. It's instead of an action. You're frightened, but rather than staying frightened you fight through it. Well, some spells would be pretty worthless with a ritual casting time - like any combat spell. I'm going to put you all to sleep! Just wait while I get out my 50 gp of material components and chant for 5 minutes. Might as well make 'em some warm milk or valerian tea. Some spells are presumably shorter and/or easier than others. Yeah, it's prettymuch a return to the HD limits of classic D&D. The sense of it isn't hard to see, though: if a monster can resist being beaten to mush by dwarves with giant hammers, it can resist being turned to mush by magic. That's a problem with hit points, yes. If you can't handle the abstraction of hps - which, really a sort of ablative 'plot armor,' and 'narrativist' and dissociative as all heck - then D&D was probably never your game. I'm not sure it's a feat, exactly, Fighting Styles follow the same pattern as Specialities, which are collections of feats, though, so maybe it is? Doesn't sound too dissociative, though: you can do the things you've trained to do, not the things you haven't. [/QUOTE]
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Why have dissociated mechanics returned?
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