FrankTrollman wrote:Mean Liar wrote:Non-basic Maneuvers require Fatigue to use.
That's just a Drain system. It satisfactorily limits the number of mega moves people use (see Champions or Shadowrun), but it totally fails to prevent people from simply opening up with their biggest baddest attack. People open up with he biggest attack they are going to use and then use cheaper stuff until they are down to the at-wills. Sometimes people will drop themselves by blasting off an alpha strike near the end to try to end the fight, but basically people act exactly like they do in 4th edition D&D. Or Battletech for that matter.
You're making a string of assumptions here.
1. There is a "best attack"
If in any given situation you have a clear "best move", then you're dealing with a clearcut tactical situation or only have one move available to you that's the best.
In a clearcut tactical situation then why would you want to drag out the combat with non-lethal moves? Do you really want to force a fresh character to use his small-change moves against the Giant Stupid Bag-o-HPs in order to build up a Super meter, or rely on WoF to hand them the ideal move when there's apparently no reason to not have access to it? If WoF denies you some maneuvers in all situations then there's no situation where you can just pop off maneuver X just because, and that's a verisimilitude-killer.
If you only have one one-size-fits-all "best move" and you're going to just spam the shit out of it (past Rookie Mode), then the game's design sucks for bigger reasons than WoF v Drain.
I definitely don't like the idea of an otherwise-perfect ambush situation where you have to lead with a non-ideal attack because of a WoF roll.
2. This Best Attack is guaranteed to succeed, enough so that any drain suffered is inconsequential
3. There is no consequence to unleashing the Best Attack and having it not work; you simply move on to your 2nd-Best Attack
Rather than dealing with the larger questions that assumption #1 brings up, these are much easier to tackle, and addresses the 5min individual turn problem: players choose character actions simultaneously and secretly, then the moves are revealed and resolved. There's some table kibitzing, but it involves all players. Then, it's the resolution phase and things just go ahead a lot cleaner.
Non-surprise initiative/action resolution is determined AFTER maneuvers have been chosen for the round.
You reveal your Best Attack. Your enemy reveals Run Away Fast. You burn some Drain for nothing. Your enemy laughs.
Now you're not choosing to blast away because it's obvious you should; you've got to measure unknowns first. Maybe it works, but if it doesn't then you have a real problem.
The assumption that you can pop off a power move with a large assurance of success only exists in a system without risk. That lack of risk either comes because you know exactly what's happening or the move is so awesome it wins outright.
EDIT - re: Drain on the attacker
Yes, that's what I had in mind. The Drain effect wasn't just a number that went to zero, but something that carried deleterious penalties with it's degradation. If you burned Fatigue to blast away, then you're sucking wind for the rest of combat.