First off:
Kablack wrote:dog-whistle argument code for: "the writer of this post does not like 4e D&D, but has neither the guts to say so outright, nor the insight to point out any of the numerous actual flaws in the system. "
4e blows. For flaws, see every 4e thread we've had. I also didn't respond to you to start an dissociation rules/sucks argument, I responded because the
words you were using did not mean the things you said they did. Which is somewhat understandable, because the usage was invented by a dude on the internet a few years ago and has almost no widespread usage. But the thing the word is describing actually exists as a valid concept that can be discussed, whether you want to call it dissociation or flamingo-ness.
Vebyast wrote:Every mechanic in the entire damn game is "disassociated" because none of them involve grabbing a sword and shanking the other guy.
No surprises here: the word doesn't mean what you think it does either. Abstraction is when you use something to represent something else, usually because that thing is simpler. Rules in TTRPG's are obviously all abstractions. An associated mechanic is when the abstraction imitates the thing being represented, and dissociation when it fucking doesn't, and that's the end of the story and it's really that simple.
When you use BAB to represent fighting ability, players can tell by a number who is the better fighter. And characters can too, except they don't see the number, they swing swords at eachother and figure out which one is the one with the higher BAB! The results of the mechanic are describing verifiable facts about the world they're representing.
When you use cooldown timers to represent fighting openings, the mechanics are not describing verifiable facts about the world they're representing anymore! Because anytime you could concievably imagine an opening, the power may or may not actually be available to you. There is a disconnect between the abstraction and the thing you're trying to represent.
So when you say this...
Vebyast wrote:The only argument you can have is the validity of the results of your simulation, that is, if it actually reproduces the more complex system you are modeling.
You are dangerously close to flat-out defining dissociation in your explanation for why dissociation doesn't exist. Kind of funny.
Now, why is dissociation an important consideration? Well, how many times have you heard someone bitching about roleplaying vs rollplaying, and thought to yourself "that is not a fucking thing. Roleplaying your character and system mastery are not two opposite sides of the same coin!" With dissociation, they actually fucking are,
because a dissociated mechanic prevents you from playing the game with the character's knowledge. After all, he doesn't understand the mechanic and it isn't represented in his world at all.
Dissociation directly conflicts with immersion to an individual character. So if being able to roleplay one dude immersively is a design goal, dissociation conflicts with that. Now, being able to roleplay one dude immersively isn't always a design goal. It isn't for strategy games or wargames. But roleplaying game has it right in the title, and while part of that's just legacy, sometimes it isn't and things that force you to stop roleplaying and make strictly metagame decisions actually are bad.
4e is a tactical turn-based strategy game, and a mediocre one at that. But it genuinely hardcore fails as a roleplaying game.