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<blockquote data-quote="triqui" data-source="post: 6005568" data-attributes="member: 57948"><p>Maybe I'm hitting the language barrier here, as English is not my language.</p><p></p><p>I'll try to explain. Imagine I say Americans' favourite sport is Baseball. Then you say "no it's not. In my State, which is Alaska, favourite sport is Hockey". Fine. But you have proved that in a small subset of americans, Baseball isn't the fav sport. That doesn't mean my claim is false for the generality of americans, though. In our debate, you have proved that for a small subset of roleplayers, hit points aren't dissociative. That does not prove my point is false for the majority of them, though. </p><p></p><p></p><p>err .. no? Dissociative mechanics were defined by The Alexandrian in his blog post, which was linked somewhere in this thread. A dissociative mechanic is when you, as the player, do things, or know things, that your character doesn't know or can`t do in game. He invented the definition, so that's the definition. We could invent something different to define something different, using any other name, but a dissociative mechanic is what the guy who invented the term says it is. That's why he invented the term.</p><p></p><p></p><p>It allows you to do other things, like adding +1d6 to the 1d20 roll (in 3e Eberron). In that case, would it be dissociative? </p><p></p><p>Even better, let's stick with 4e action points. Let''s call it "adrenaline rush". The mechanic is exactly the same than in 4e, just the name is different. Would it be dissociative then?</p><p></p><p>By the way, I don't see why confining the willpower point to a certain mechanic, whatever it is, invalidate it to be named "willpower". It's a mechanic, it'll have different effect in different systems. For example, it won't allow you to get an extra success in d20 as it does in storytelling system, because in d20 you don`t have extra successes.</p></blockquote><p></p>
[QUOTE="triqui, post: 6005568, member: 57948"] Maybe I'm hitting the language barrier here, as English is not my language. I'll try to explain. Imagine I say Americans' favourite sport is Baseball. Then you say "no it's not. In my State, which is Alaska, favourite sport is Hockey". Fine. But you have proved that in a small subset of americans, Baseball isn't the fav sport. That doesn't mean my claim is false for the generality of americans, though. In our debate, you have proved that for a small subset of roleplayers, hit points aren't dissociative. That does not prove my point is false for the majority of them, though. err .. no? Dissociative mechanics were defined by The Alexandrian in his blog post, which was linked somewhere in this thread. A dissociative mechanic is when you, as the player, do things, or know things, that your character doesn't know or can`t do in game. He invented the definition, so that's the definition. We could invent something different to define something different, using any other name, but a dissociative mechanic is what the guy who invented the term says it is. That's why he invented the term. It allows you to do other things, like adding +1d6 to the 1d20 roll (in 3e Eberron). In that case, would it be dissociative? Even better, let's stick with 4e action points. Let''s call it "adrenaline rush". The mechanic is exactly the same than in 4e, just the name is different. Would it be dissociative then? By the way, I don't see why confining the willpower point to a certain mechanic, whatever it is, invalidate it to be named "willpower". It's a mechanic, it'll have different effect in different systems. For example, it won't allow you to get an extra success in d20 as it does in storytelling system, because in d20 you don`t have extra successes. [/QUOTE]
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