DSMatticus wrote:
He provides examples from 4e's text, and then discusses them. He did not pull the quotes out of thin air, they are from either current text or prerelease sample text.
yeah, sorry, his negative interpretations of 4e from prerelease stuff really doesn't count as a source.
DSMatticus wrote:
No, he explains what an abstract associated mechanic is and a dissociated mechanic is. The fact that you couldn't tell the difference tells me I'm probably wasting my time, but I'll try anyway.
oh boy this should be downright hilarious
DSMatticus wrote:
Fireball is an abstract associated mechanic. It is abstract, because the power of a fireball is represented by d6's, and your characters don't know what the fuck a d6 is. It's associated, however, because characters know that more powerful casters can hurl more powerful fireballs. So characters can totally explain to you why they have more powerful fireballs (association), they just can't explain to you how that power is represented (abstraction).
ohhh dear you seem to be using abstract for things you like and disassociated for things you don't like who could have guessed this was coming
(hint it was me)
DSMatticus wrote:
Daily martial powers are a dissociated mechanic (and also abstract, but all mechanics are abstract). The character cannot explain to you why his trick only works once a day. Not only does it not make sense in terms of our understanding of reality, 4e does not provide ANY flavorful explanation why. They pretend you are a completely normal rogue who knows tricks with a weapon, and then says those tricks are usable 1/day, and never says why. At all.
can any professional sports guy of any variety tell you why he caught the hail mary/made the hat trick/got a grand slam? nope? wow you mean those things are exceptionally rare examples that happen much more often with exceptional athletes? and adventurers are considered to be the exceptional individuals in their respective groupings? hmmmm, it seems like these may be connected...
DSMatticus wrote:
If you were to ask a 3.5 sorcerer why he can only fling 3 fireballs a day and why they deal the sort of damage they do, he will say, "it's because that's all I can do before draining my magical power, and that is simply the extent to which I am able to generate magical flame."
the funny thing is I specified martials and then you go and list someone who has a finite resource that they use up in their abilities as a counterexample of some sort. well done
DSMatticus wrote:
If you were to ask a 4e rogue why he has never, EVER, EVER managed to use daily strike twice a day, he will say, "well, it's because... umm... uhh... I guess it's just never happened." When you as a player, decide "wow! That trick I just did with my weapon was really effective. I should try it again," and the GM says, "you can't," and you say, "why?" the GM cannot answer you other than to say, "it's a daily, that's not how it works."
but you can use dailies twice in a day; quite a few times due to plot reasons there have been incidents where (and this is completely legal in the system go ahead and bitch about it) you get the equivalent of an extended rest without sleeping. also, if the GM tells you as a player you can't use your daily again after using the power, guess what? he's not manifesting as an invisible voice telling your character that it will never happen again! due to narrative power being given to the player you get to decide when those circumstances come together to grant your martial character an exceptional moment. this doesn't mean your player knows with certainty that it will never happen again until they sleep. they can certainly try that trick again. but it won't work because the narrative doesn't support it.
this is roughly ten billion times better than martials only ever getting to say, "I full attack," or, "I trip," or, "I try to grapple," because the entire point is to give people fun things to do on a roughly equal basis.
DSMatticus wrote:
Do you know how to fucking read? Do you not get the point of that, at all?
1) The war devil ability is mechanically-explained, but not explained in the terms of the game world.
oh dear the DM is assumed to have an imagination!?!? WHAT DEVILTRY IS THIS! DESIGN IS LAW!
DSMatticus wrote:
2) It is therefore impossible to describe the effects the players' characters actually see when a war devil uses this ability.
it certainly is impossible if you're a goddamn robot or devoid of all imagination and reliant on a benevolent overlord to tell you how to envision things. me, I usually find that systems that encourage imagination are better. try playing Gammaworld sometime, it's wonderfully encouraging of that sort of behavior
DSMatticus wrote:
3) If you want to provide a description to the players, that is a house rule because it was not a part of the game until you said it.
except it's not because it has absolutely no mechanical effect. is it a houserule when you describe a table? how about when you speak for an orc?
DSMatticus wrote:
4) These descriptions/house rules can have effects on mechanics. If you decide the war devil ability is a guttural demonic shout, then the next time the players fight a war devil, the players should be able to expect that any ability that silences a war devil will prevent him from using his marking ability.
and then they learn that the shout is only a learned habit the war devil has acquired and the actual effect is, in itself, an innate magical ability! oh fuck there I went using my imagination again I'm sorry I shouldn't flaunt this ability in front of the disabled, sorry man
DSMatticus wrote:
These 'fluff' descriptions have real fucking effects on how the players expect the world to work. 4e sacrificed fluff because it doesn't like creative interactions, because it discovered creative interactions are hard to model and balance.
4e has far, far more ability for customization and encourages it more than any edition I've played so I really don't understand this unless you mean rules lawyering which has always been nothing more than an annoyance for everyone at the table but the smug fucker who decides that the DM is wrong and the game SHOULD be run THIS way only everyone else at the table is wondering why this asshole isn't running a game if he's so certain of how a game should be run
DSMatticus wrote:
Fluff, in 4e, is NEVER supposed to affect the game world, EVER. But unfortunately, that massively breaks immersion the first time you silence a creature that uses a verbal power and the rules say it can still use that verbal power.
I can't think of any abilities that silence people in combat, though there's likely a ritual, and even then I can't think of many powers outside of bard/warlord that would ever require a verbal component. even then with bard you could inspire your friends with interpretive dance and with a warlord you could inspire them through example or hand signals.
DSMatticus wrote:
That's stupid. Like, majorly stupid. You're trying to argue that 4e's combat model represents 'opportunities,' but it doesn't.
for martials it certainly can! it all depends on your imagination! you should get your ass to Epcot and watch Figment.
DSMatticus wrote:
At the start of the day, all of your dailies are available, and you can CHOOSE when to use each and every single one of them.
oh dear are you confusing the character and the playe-
DSMatticus wrote:
Opportunistic combat like the sort you're trying to pretend 4e has just isn't true. The rogue DECIDES when he uses trick strike, and then after that, he is 'magically, inexplicably' blocked from making that decision again until he has rested eight hours.
oh shit you are. man, it must suck to be completely unable to differentiate between player-dictated narrative and character experiences. how do you even roleplay at all? must be all rollplay for you. heh.
DSMatticus wrote:
If 4e had a WoF matrix, you could make this argument. But it doesn't. You choose when to use powers, and as you do so you remove choices from your list, and that makes no sense.
you as a player choose when, your character (if they are a martial) does not choose when the roil of combat moves in their favor. a divine class uses their connection with a deity/all deities or an arcane uses their knowledge/innate power or a primal uses their connection with the land/ancestor's spirits. a martial, however, is (in my imagination) an exceptional example of their race that is extremely talented and lucky. can you explain exactly how Ovechkin or Crosby are great? remember that there are thousands of other players who play at a similar level in the same game. what sets them apart? and, even then, why don't these players score a hat trick every game? they've got the talent to do it! why don't they do it
multiple times if they can do it once!