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<blockquote data-quote="triqui" data-source="post: 6004792" data-attributes="member: 57948"><p>No. The original assertion is that the Player has information that the Character does not. AND he DOES. The player knows for sure that the PC will go down if hit (the original pemerton's sentence say "disabled"). The character doesn't know that. There's no reason the character could think "this" next strike is different from the others he has received before.</p><p></p><p> </p><p></p><p></p><p>Emphasis mine. That for a (small??) subset of player it doesn't matter, does not mean it does not matter in general. That's a fallacy of hastly generalization. For a *lot* of players it does matter, and some (most??) players will not jump to attack the goblin when if they know it's a auto-fail because he will fall unconscoius no matter of what. </p><p></p><p>Those players (be it a majority, or not) are taking the decision based on metagame. They know something they character's don't (that they'll fall unconscious if they try)</p><p></p><p></p><p>Fine. Let's reduce the example to Action Points. You said they are dissociative. Let's rename them "willpower" (or "adrenaline" or whatever). The game mechanic stays exactly the same, you change only the name. Is it dissociative?</p></blockquote><p></p>
[QUOTE="triqui, post: 6004792, member: 57948"] No. The original assertion is that the Player has information that the Character does not. AND he DOES. The player knows for sure that the PC will go down if hit (the original pemerton's sentence say "disabled"). The character doesn't know that. There's no reason the character could think "this" next strike is different from the others he has received before. Emphasis mine. That for a (small??) subset of player it doesn't matter, does not mean it does not matter in general. That's a fallacy of hastly generalization. For a *lot* of players it does matter, and some (most??) players will not jump to attack the goblin when if they know it's a auto-fail because he will fall unconscoius no matter of what. Those players (be it a majority, or not) are taking the decision based on metagame. They know something they character's don't (that they'll fall unconscious if they try) Fine. Let's reduce the example to Action Points. You said they are dissociative. Let's rename them "willpower" (or "adrenaline" or whatever). The game mechanic stays exactly the same, you change only the name. Is it dissociative? [/QUOTE]
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