Elf-wise

Associating Dissociated Mechanics - D&D4 Powers

D&D4 is famous for dissociated mechanics. It presents a world, but is infamously wishy-washy with the specifics. This aesthetic complaint is the strongest complaint against D&D4. Previous editions of D&D presented a fantasy world with rules for that world. D&D4 merely presented rules for a fantasy game set in that world.

It's always interesting what mechanics read as dissociated or not however. I’ve personally never found it unbelievable that fighters can tap into some sort of resolve and perform incredible exploits only once per day or so. And at the same time, isn't it strange that the vancian magic-user can't rememorize their spells during the day? I mean it only takes a small part of their morning to memorize them apparently, why can't I squat down in the evening and rememorize sleep? You can come up with explanations for why that's not true, but so can I for D&D4 powers.

So what if I did explain them? And in excruciating detail? Solid fiction creates the basis for emergent gameplay. Let’s see what we can come up with.

Martial Exploits

You might not remember this, but D&D4 had cute names for powers based on power source. Martial powers were called exploits. You’ll see this as we go forward.

Exploits are feats of skill martial characters can pull off. They're special techniques. It's pretty straightforward what they are, but why are they limited so?

At-Will Exploits Mastery of a technique and the time needed to apply it in so many situations. A warrior’s bread and butter.

Encounter Exploits Fighters tell me some exploits are like a spring. It takes just a few minutes of precise training, beating each moment of the technique into their body. Then, when the moment is right, simply release the tensions. Your body reacts by muscle memory, pushing yourself past your limits. It’s taxing, but all it takes to do it again is a minute to breathe, a minute to drink, and a minute to retrain it again.

Daily Exploits All martial artists emulate their heroes. Stories can take us beyond human limits. Take for instance Bragthir who in one blow cracked the shell of the dragon-tortoise and with the second buried his hammer in its heart. A warrior may seek to emulate Bragthir and perform his exploit. She must first take on one of his quirks, bringing his spirit closer to hers. Bragthir would keep a copper piece dancing between his knuckles. And so shall she. Next, she must dream of him. So will see the exploit from his eyes and feel his feelings. It is that feeling that is the exploit. When she is ready, she calls for Bragthir to watch her and that feeling drives her to his superhuman feat. The feeling leaves, returning only when she dreams of Bragthir again.

Arcane Spells

Spells are patterns of magic, yes, but they are more like living beings. Platonic faeries. Memorize them, speak their words, make their gestures, and the spell enters the world and makes its effect.

All magic-users build in their minds a memory palace. It is a home with many rooms. The palace is built of mnemonic sayings and visualization techniques. Each room is built to keep a spell. There are three types:

At-Will Spells Some spells, simple as they are, are content to stay in a good home. When cast, it returns to your memory like it had never left.

Encounter Spells Most spells are trickier. Cast them, and your memory fails. Some wizards say it is like their memory room collapses, others say it is like it turns to dust and cobwebs in an instant. Either way, the spell is gone and cannot be cast again. Until, of course, a magic-user memorizes it again. The pattern is not too difficult, just a few minutes to restore it to its room, ready to cast again.

Daily Spells Others are not so easy. Some spells, when they leave, they take an essential part of the pattern with them. A spellbook alone is not enough to contain them. In fact, the patterns you’ll memorize are not spells at all, they are elaborate traps. Dreaming opens your mind to the arcane. And the desired spell can smell the bait. Just a few hours of rest and the spell will wander into your palace, ready to cast by morning.

Divine Prayers

Through the lips of the faithful, prayers beget miracles. The gods hear a mortals request and sends Power to work a miracle. This Power is oneness with the divine in virtue, purpose, and spirit.

At-Will Prayers Clerics reflect their god's virtues. To prove their faith, they bind themselves to their cult's edicts. Each edict followed is a virtue held, and each virtue held is power enough to work a small miracle.

Encounter Prayers The body of the faithful has room for a little divinity. A raw power channeled into miracles. Divinity is granted through ritual. It is not a long rite, a few minutes at most, but it is a ritual to reconsecrate your purpose as one of the faithful. Why does your god grant you a portion of their divinity? Because they know you will do their will with it.

Daily Prayers The soul of the faithful is aligned with their deity. All are familiar with the vague alignments of law and chaos, but the cleric's alignment is more specific. Each night the domains of the gods travel through the firmament above. There is a moment each night when your god's domain rests directly above you, Celestial Alignment. Like a magnet their domain pulls upon your soul, aligning you with your god. Your alignment to your god dulls a little when you work the greatest miracles. To become out of alignment is to become not one in purpose but two: follower and deity. You cannot work great miracles without alignment.