Lago PARANOIA wrote:'these problems you're complaining about don't exist!' I mean, seriously ML, you just jumped right in and said that option paralysis isn't a problem--even though hilariously enough another poster on this and the previous page said the same thing and didn't even realize that he had an option paralysis problem.
No, get it straight: I've had
player competency problems at my table.
Yes, I've had individual players that have indeed exhibited option paralysis issues; however, once the core problems were identified and addressed, the option paralysis issues went away.
So yes, option paralysis is a problem -- more accurately, it's a
symptom. Identifying and addressing the core cause(s) is the solution. *TA-DA!* -- problem solved.
Your WoF tries to simply addresses the symptom. The actual core
problem is usually player competency -- which is an issue that should be addressed at the table, as
no system can truly "fix" this.
The other (less prevalent) core problem is over-thinking -- while I see this is primarily a personality issue that involves a disconnect with the intended scope and social context of the game, I will address this later.
Lago PARANOIA wrote:
What loss of player agency? Due to iterative probability, WoF lets you use any power you want.
Wow -- next, I bet you're gonna try to convince me that really
is a cumulonimbus that you have stuffed in your pants.
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As to the fluff that y'all are arguing over right now:
I can see
any of it being explained within the context of some sort of fog-of-war something-something ...
done. simple as that.
of course, I don't agree that any explanation is wholly adequate to support a blanket use of this type of system; but the explanation is there.
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FrankTrollman wrote:Wotmanic wrote:What in the hell are you even talking about?
I'm talking about your sense of entitlement. Which you blather about here:
Wotmanic wrote:The other thing that really turns me off to this is that it feels like a game of musical grab-bags, what with not really being able to actually plan for anything -- "ooh, let's see what I get to do this round; okay, now what the hell do I get to do this round; alright, what random grab-bag do I have to rummage through now?"
And by "sense of entitlement", I assume you mean this in a bad way -- as in "over-developed" or "false" or "self-induced". If so, I think you misunderstand me. If someone takes special time and care in selecting their character's abilities, it's because they want to use them; and probably don't take kindly to some contrived bs that only lets them use those abilities on a completely arbitrary basis -- there's nothing false or overly-developed or self-induced about that kind of entitlement.
Look: in any game that is half way good, you don't get to plan anything. You can have contingencies for situations, [...]
You do realize that having contingencies
is planning, right? Right? Okay.
Deciding that ahead of time isn't just jumping the gun, it's something that is detrimental to everything. Not simply your own enjoyment or the interest others can muster in your combat actions, but the actual effectiveness of your character. Enemies could have moved, or been stunned, or just happen to be far away from you or each other.
so, do I see you saying that the validity of someone
else's character is dependent on whether
you find it interesting? How many times have you nerdraged on somebody just because their character or how they play that character is not necessarily aesthetically pleasing to you?
And yes, I agree -- battlefield situations do change.
So when you say "I'm going to use Color Spray" on turn 3, then you're either a mouth breathing moron, or you're actually saying:
- If...
- The enemies [...]
- [...]
I will use Color Spray on turn 3.
I'm glad you understand that. It's a good thing I don't endorse such a thing.
And within that context, WoF doesn't keep your from planning at all.
I guess you and I have differing ideas on what constitutes planning.
You have various contingencies. WoF is one of the things that will very profoundly affect what you'll be using, but you can still make a flowchart that will direct you to every single one of your powers. Just one of the earliest decision trees is "what did my WoF actually generate for turn 3?"
And if nothing comes up that round that is actually properly useful or appropriate for the particular set of circumstances of that round, then you're fucked.
Oh, and
flowcharts? Now I need a fucking
flowcharts to actually make this bs useful? Are you trying to revive Rolemaster?
Okay -- let's back up for a minute. I think you've misinterpreted what I'm talking about here. To be fair, I think that may have been my fault -- I used improper terminology when explaining my position. I only encountered "5MoD" just this past few days, and took that to be just some analogue for same-move-spamming -- apparently, "5MoD" has a more specific designation.
So, just to be clear:
- same-move-spamming, while unimaginative and boring, is a (semi-)legitimate player choice (hell, there's even entire classes designed around this). I believe this may be tied to player self-efficacy more than anything else.
- 5MoD is something I've never seen. I suspect that this may be more of a GM efficacy issue (I'm open to discussion of this if you care to).