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General Tabletop Discussion
*Dungeons & Dragons
With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Nagol" data-source="post: 5995076" data-attributes="member: 23935"><p>The Fighter's increasing strikes per round is meant to model his improved proficiency for finding openings in his opponent's defence. The combat model takes this into account by having all additional blows delayed in sequence until after all initial strikes are accounted for. I don't see the improved attack progressions from previous editions as such a form of player input any more than the increase in to-hit gained from leveling. Both attempt to model increased proficiency from different angles. It is definitely a character resource.</p><p></p><p></p><p></p><p>It seems to be a check whether a particular character can test against a particular obstacle. I always took the result to be the eventual result of the test regardless of how long the character wanted to try. (I never said any game system was perfect.)</p><p></p><p></p><p></p><p>That's why it's a results-sim. We don't know how many strikes are attempted or what percentage are blocked -- is the attacker more like Fafrd or Tars Tarkas with sweeping massive blows or more like the Gray Mouser with lots of deft strikes? The results are unaffected either way.</p><p></p><p></p><p></p><p>I'd treat it more as an issue of abstraction/gamist convenience. </p><p></p><p></p><p></p><p>Yeah 4e certainly increased the assumed interest in the player affecting the environment directly instead of through his character. </p><p></p><p></p><p></p><p></p><p>I tend to disagree with some of premises above. I see disassociated mechanics as any mechanic that a game participant can bring to bear that does not have a in-game actor and expression.</p><p></p><p>Meta-game action resolution are the epitome of disassociated mechanics for me and almost all director-stance options for players fall into this category. The DM can have actors acting at the director level in-game (e.g. gods) so he gets a bit of a pass. Additional player knowledge like hp depletion are game constructs to make up for the limited ability to perceive the environment.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5995076, member: 23935"] The Fighter's increasing strikes per round is meant to model his improved proficiency for finding openings in his opponent's defence. The combat model takes this into account by having all additional blows delayed in sequence until after all initial strikes are accounted for. I don't see the improved attack progressions from previous editions as such a form of player input any more than the increase in to-hit gained from leveling. Both attempt to model increased proficiency from different angles. It is definitely a character resource. It seems to be a check whether a particular character can test against a particular obstacle. I always took the result to be the eventual result of the test regardless of how long the character wanted to try. (I never said any game system was perfect.) That's why it's a results-sim. We don't know how many strikes are attempted or what percentage are blocked -- is the attacker more like Fafrd or Tars Tarkas with sweeping massive blows or more like the Gray Mouser with lots of deft strikes? The results are unaffected either way. I'd treat it more as an issue of abstraction/gamist convenience. Yeah 4e certainly increased the assumed interest in the player affecting the environment directly instead of through his character. I tend to disagree with some of premises above. I see disassociated mechanics as any mechanic that a game participant can bring to bear that does not have a in-game actor and expression. Meta-game action resolution are the epitome of disassociated mechanics for me and almost all director-stance options for players fall into this category. The DM can have actors acting at the director level in-game (e.g. gods) so he gets a bit of a pass. Additional player knowledge like hp depletion are game constructs to make up for the limited ability to perceive the environment. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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