WoF is a somewhat randomized power cool down and charge up. Seriously, that's all it is. You freaking out about it or claiming it has to be magically different from a randomized cool down/charge up system is just you being petulant.PL wrote:That does not sound like a WoF mechanic at all. It sounds like a somewhat randomized power cool down or charge up. That is NOT a WoF system.
Games where your options are determined by drawing cards (like Magic or Shadowfist) or rolling dice (like Talisman or Runebound) are actually incredibly common. And very popular. And they work fine.
WoF isn't a new idea, it's just a relatively new label for the idea for use in Role Playing Games. And with the new terminology comes new ways of thinking about things. We actually do know what makes a list of options paralyzing or not, because people have been playing card games for a long time. There is a reason that people play 5 card stud and 7 card stud and no one plays 9 card stud. Texas Hold Em is a popular game and it has 5 community cards and 2 individual cards. And so on. This is because it is difficult for humans to quickly organize sets with more than 7 distinct things in them.
So in a Role Playing Game, you would expect players to get option paralysis when they had more than 7 abilities they could invoke. And yes, by 6th level, 4th edition characters seriously do bog down with their 2 At-Wills, 2 Encounters, 2 Dailies, and 2 Utilities. That isn't enough to not be boring, since it really is the same block of abilities over and over again in every single fight and those two at-wills get spammed like 5 times or more in every encounter - but it still hits the threshold of slowing the fucking game down. We know that Wizards slow the fucking game down, because we actually watch people actually playing Wizards and they are slowing the game to a crawl by level 5 at the outside. Sorcerers are more popular than Wizards even though they are objectively inferior. They are more popular precisely because they take up less table time by having fewer options.
So the goal of any system should be to keep a player's options within a round to between 4 and 7 for everyone but extremely advanced players. And at the same time to expand the actual actions players take over the course of the game to several times that. Decks of cards and charts of options are a great way to do that. Charges, tracking warm-up times, mana points, and all those other resource management systems people have tried are objectively not up to the task.
4e's "everything is on charges" system manages to be boring in the long run and slow the game down anyway because there are too many different choices at the beginning for players to quickly make tactical decisions. WoF is literally the opposite of that: more interesting in the long run and faster decision making on a turn-by-turn basis.
Lago is not really pondering how many options is too many, that's actually well established by tracking successful games and even neurological research about peoples' abilities to remember short lists. The question is how merely to set up chargen to fill up peoples' charts or decks quickly.
-Username17