@Maxus, I know, I think I have a problem. I may be addicted to arguing on the internet.
@Plebian, I should know better than to indulge you, Plebian, but I have the nagging suspicion this account won't be around much longer anyway, so it can't hurt to have a little fun.
Browncoat wrote:wait so I make the point that certain player-dictated mechanics are not the character conciously altering reality to bend to their whim and instead are the player influencing the narrative and then you take that to mean that it's impossible for a player to imagine these things happening from a player's perspective?
So, again, you're admitting that there is a disconnect between the narrative the player sees, and the narrative the character sees, and that the two narratives have to be fundamentally different to make sense? Because this is my argument - this is the very definition of dissociation and perhaps the worst thing you can do to immersion.
3.5 has connects between what the players see and what the characters see. The mechanics are
representations of things that are actually a part of the game world. There is an equivalency between metagame concepts and in-world concepts. 4e does not have these connects. The player knows why the rogue can only use trick strike once a day, but there is absolutely no way you could ever explain that to the character without him going, "what the fuck? Is this... a game or something?"
So if you wanted to put yourself in the shoes of your character in 3.5, you can totally do that. You can play your character using nothing but the
character's own understanding of the world. In 4e, you cannot do that, because there are things ONLY the player can know (the rules for daily usage) that are metagame information inside of a character's head.
Again, 4e discourages immersion, because you have to play your character at the metagame level instead of the in-world level. And you are flat-out admitting this.