
This is a cheap shot.
Let’s take a more complex example of the dissociated mechanics cropping up in 4th Edition: Marks.
The effect of placing a mark on another character depends on the mark you’re using, but here are a couple of examples:
Warpriest’s Challenge (16th level)
When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you, you can make an opportunity attack against that enemy. If you mark a new enemy with this feature, any previous marks you have made with this feature end.
* * *
Divine Challenge (Paladin Feature)
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will * Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If the target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls and takes 8 radiant damage. The target takes this damage only once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your divine challenge.
* * *
Combat Challenge (Fighter Feature)
When you attack you may mark the enemy, giving a -2 to attack targets other than you.
* * *
Besieged Foe (minor; at-will)
Ranged sight; automatic hit; the target is marked, and allies of the war devil gain a +2 bonus to attack rolls made against the target until the encounter ends or the war devil marks a new target.
There are two levels on which these mechanics dissociate.
First, just like any other mechanic, the basic mark itself can be dissociated. Look at the war devil’s besieged foe ability, for example: The war devil marks the target and the war devil’s allies gain a +2 bonus to attack rolls made against the target.
Mechanically quite simple, but utterly dissociated from the game world. In point of fact, no explanation is given at all for what these mechanics represent in the game world.
Let’s return to our example of the fireball spell again: If you’re the DM and you want to describe what happens when a fireball spell goes off, you can easily give a description of what the character sees. A wizard casts the spell, a bead of fire shoots out of his fingertip, and then explodes into a ball of flame.
But if you’re talking about this besieged foe ability, what would the DM describe? What is the war devil actually doing when it marks an opponent? What happens that causes the war devil’s allies to gain the +2 bonus to attack rolls? Is it affecting the target or is it affecting the allies?
(The name of the ability, of course, gives you no guidance here at all. The use of the term “besieged” would imply that the target is being overwhelmed by multiple opponents… but there’s no such requirement in the actual ability. In fact, the war devil doesn’t have to be anywhere near the target and the bonuses apply even if there’s only one guy whacking on the target.)
EXPLAINING IT ALL AWAY
Of course the argument can be made that such explanations can be trivially made up: A ruby beam of light shoots out of the war devil’s head and strikes their target, afflicting them with a black blight. The war devil shouts horrific commands in demonic tongues to his allies, unnaturally spurring them into a frenzied bloodlust. The war devil utters a primeval curse.
These all sound pretty awesome, so what’s the problem? The problem is that every single one of these is a house rule. If it’s a ruby beam of light, can it be blocked by a pane of glass or a transparent wall of force? If it’s a shouted command, shouldn’t it be prevented by a silence spell? If it’s a curse, can it be affected by a remove curse spell?
And even if you manage to craft an explanation which doesn’t run afoul of mechanical questions like these, there are still logical questions to be answered in the game world. For example, is it an ability that the war devil can use without the target becoming aware of them? If the target does become aware of them, can they pinpoint the war devil’s location based on its use of the ability? Do the war devil’s allies need to be aware of the war devil in order to gain the bonus?
If the mechanic wasn’t fundamentally dissociated — if there was an explanation of what the mechanic was actually modeling in the game world — the answers to these questions would be immediately apparent. And if you’re slapping on fluff text in order to answer these questions, the answers will be different depending on the fluff text you apply — and that makes the fluff text a house rule.
(Why would you want to answer these types of questions? Well, some trivial possibilities would include: The war devil has used magic to disguise himself as an ally of the PCs. The war devil is invisible. The war devil is hiding in the supernatural shadows behind the Throne of Doom and doesn’t want to reveal himself… yet.)
THE PROBLEM WITH HOUSE RULES
So now we’ve established that any attempt to provide an explanation for this mechanic constitutes a house rule: Whatever explanation you come up with will have a meaningful impact on how the ability is used in the game. Why is this a problem?
First, there’s a matter of principle. Once we’ve accepted that you need to immediately house rule the war devil in order to use the war devil, we’ve accepted that the game designers gave us busted rules that need to be fixed before they can be used. The Rule 0 Fallacy (“this rule isn’t broken because I can fix it”) is a poor defense for any game.
But there’s also a practical problem: Yes, fixing the war devil’s besieged foe ability is relatively easy. But these types of dissociated abilities have been scattered liberally through the 4th Edition promo material we’ve seen. We can safely assume that they’ll be similarly found throughout the core rulebooks. This means that there will be hundreds of them. As supplements come out, there will probably be thousands of them.
And every single one of them will need to be house ruled before you can use them.
Now you’ve got hundreds (or thousands) of house rules to create, keep track of, and use consistently. Even if this is trivial for any one of them, it becomes a huge problem in bulk.
These massive house rules also create a disjunction in the game. One of the things that was identified as problematic in the waning days of AD&D was that the vast majority of people playing the game had heavily house ruled the game in various ways. That meant that when you switched from one AD&D group to a different AD&D group, you could often end up playing what was essentially a completely different game.
In the case of AD&D, this widespread house ruling was the result of disaffection with a fundamentally weak and inconsistent game system. House ruling, of course, didn’t disappear with the release of 3rd Edition — but the amount of house ruling, in general, was significantly decreased and the consistency of experience from one game table to the next was improved.
But now we have a 4th Edition which, due to its dissociated design principles, requires you to create hundreds (or thousands) of house rules. And, of course, as soon as you switch game tables all of those house rules will change.
ACCEPTING YOUR FATE
Of course, you can sidestep all these issues with house rules if you just embrace the design ethos of 4th Edition: There is no explanation for the besieged foe ability. It is a mechanical manipulation with no corresponding reality in the game world whatsoever.
At that point, however, you’re no longer playing a roleplaying game. When the characters’ relationship to the game world is stripped away, they are no longer roles to be played. They have become nothing more than mechanical artifacts that are manipulated with other mechanical artifacts.
You might have a very good improv session that is vaguely based on the dissociated mechanics that you’re using, but there has been a fundamental disconnect between the game and the world — and when that happens, it stop being a roleplaying game. You could just as easily be playing a game of Chess while improvising a vaguely related story about a royal coup starring your character named Rook.
In short, you can simply accept that 4th Edition is being designed primarily as a tactical miniatures game. And if it happens to still end up looking vaguely like a roleplaying game, that’s entirely accidental.


Here’s a sample power taken from one of the pregen characters used in the 









