Okay, so, Winds of Fate. The previous thread I made was headed on a collision course with a quick derail and the other thread got too bloated so I'm making this FAQ to lay things out once and for all.
Q: What Winds of Fate?
A: WoF is, at least on this board, using a random element to determine resource management. Because there's so many ways to express randomness you have a wide variety of ways in which this mechanic works.
Some simple examples include:
The Monster Power Recharge mechanic for 4E Monsters, or the Dragon Breath recharge roll.
The Crusader class from Book of Nine Swords
The entire gameplay of most CCGs like Magic: The Gathering and Yu-Gi-Oh.
Q: Okay okay, but which version of Winds of Fate do we talk about?
A: After experimenting with several versions, both in theorycraft and actual gameplay, the one generally pushed for TTRPGs at least in this board is called the Green Arrow version. This proposes that all powers are equal or at least within the same ballpark of power (i.e. a wizard can have Hold Person and Suggestion at the same time, but not Hold Person and Weird) and they are all arranged on a rectangular matrix. At the beginning of the first round of combat and at the end of every turn afterwords you roll to see which row you have access to. You can use any powers for the row.
Q: Why did you pick that system over the other Winds of Fate systems?
A: Several reasons.
- The first one is to minimize players' contention over feeling 'screwed by the dice'. It's just a nature of people to get more upset about a run of bad luck than they are happy about a run of good luck. If the rows are generically equal to each other you don't get players going 'man, this is BULLSHIT I rolled a 1 three times in a row RAGEQUIT'.
- The chart-based WoF system was chosen over the card-based WoF system to prevent people from being punished for learning niche maneuvers. For example, in a CCG having a 'this card has a 1% chance of giving you 200% effectiveness if you use it right' hurts you unless you have some way of guaranteeing it showing up your hand when you need it. D&D examples aren't hard to find; Dispel Magic, Banishment, Command Undead, etc.. give you great bennies over other spells of their level but screw you over if you have them prepared when you don't need them. This discourages people from using them at all.
- People roll at the end of their turn so that they can think over their options while other people are going through their turns. If you can push some of the 'decision making' phase when you're not waiting on them that's great.
- The powers are close to each other in level and maximum effect because you don't want people automatically ignoring the ones that are too-weak--otherwise why have them? However, making all of the powers the same level would require too much writing for a class and level-based system. Which is the system this was originally designed for.
- The large volume of powers give characters some variety from round to round.
Q: What was wrong with the previous systems that D&D used?
A: To understand why the proponents of Winds of Fate are dissatisfied with the system that D&D uses (particularly charge casting), you need to understand the design goals of the system.
- Lift the burden of long-term and short-term resource management from players.
- Break people out of Five Moves of Doom.
- Discourage tactical spam.
- Give the system some room for accomodating overpowered abilities.
- Give people large ability lists without inducing option paralysis or forcing people to use heuristics.
Q: Why do you want to make it so that players don't care as much about managing powers?
A: At first glance this seems to be a bad design goal; one of the central ideas of strategy is how decisions made in the past will influence the future. And everyone loves strategy, right? The problem is that experience has told us that players don't appreciate long-term resource management as we thought. For example, because of the way D&D manages the advancement system, magical item system, and wealth-by-level system, micromanaging consumables usually leads to more power than going 'fuck it' and going for a fire-and-forget resource. The classic example are mage armor potions for 3E monks. It's actually quite possible to budget them so that you will always get the bonus to AC that you will always need, but few players outside of optimizers like doing this even when told of the tactic because it requires detailed budgeting knowledge. The sad fact of the matter is that a lot of players don't like planning long-term for unknowns even if they could do it. So players routinely engage in maladaptive behavior like cheating the 15-minute workday or going 'fuck it' and spending extra money for a permanent armor enchantment when they could've done it for cheaper and almost as reliably with consumables.
The other side is that even on a small time scale it's another variable to track. This can get rather complicated for systems like rage meters or cooldown timers, which require tracking several variables at once.
Q: What is Five Moves of Doom?
A: It's a professional wrestling reference to a moveset by Bret Hart. Instead of just having a signature move, he had a signature move sequence: suplex (or Atomic Drop), legsweep, backbreaker, elbowdrop from the second rope, and then his actual signature move the Sharpshooter. While there was some variation such as getting interrupted on the elbowdrop he generally ended most matches this way.
D&D has plenty of examples. For example, in an encounter where a 4E Ranger is budgeted a action point and daily, his Fives Moves of Doom would be: Action Point w/ Attacks on the Run --> Hunter's Quarry --> Twin Strike --> Minor Action Encounter Attack Power --> Minor Action Encounter Attack Power.
In other words, it's a cheeky way of saying 'script'.
Q: What do you mean by using scripts?
A: D&D's power sorting algorithm in 3E and 4E D&D is so strong that it rarely pays off to deviate from them. Meaning that playing 'correctly' also means that your character is being repetitive 3E D&D's sorting algorithm is slightly more flexible than 4E D&D's (for many wrong reasons) but it's still too efficient to allow any real variety.
Q: What power sorting algorithm does D&D use?
A: Spell levels and Combat/Noncombat spells. Unless you're specifically saving a power for later all things being equal it behooves you to use your strongest spell when facing an opponent you perceive of being of equal or greater level. If you do not have any spells budgeted of the highest level, you move to the next highest. And so on. It's so efficient that experienced players can handle having 40+ spells prepared without being stymied by their options. More on this later.
Q: Why are using scripts bad?
A: They're boring. Both because people can recognize the script after a few times and won't be impressed with mintor alterations and also because it discourages outside-the-box thinking. Of course a lot of game designers try many ways to break people from using scripts, with little success.
Q: What's the difference between a script and tactical spam?
A: The feat, role, and magical item system of D&D encourages people to hyperspecialize in one particular tactic and continue using it, creating repetitiveness. The classic examples are the Spiked Chain Tripster and the Spirited Charger. Neither characters have any reason to consider game effects that don't enhance the specialty that they alread possess. Due to the way the game is constructed there is a huge amount of overlap between scripts and tactical spam, but there have been characters who engage in tactical spam without following a clear script--such as a wizard who has a bunch of entanglement-punishing effects but has a large selection of entangle spells to choose from.
Q: Why do people engage in tactical spam/follow scripts in the first place?
A: You can spend all days pontificating on the morality or tactical sense or whatever of players and DMs and game designers but the basic reason why people tend to be inflexible in the decision phase of power processing
even if the game has genuine tactical depth and is balanced to avoid a priori tactics is peoples' reliance on heuristics.
Q: What is a heuristic and why are you so down on them?
A: In its most basic terms a heuristic is a process used to organize or eliminate basic options to something manageable. For example, say Sally was trying to find a friend's house for a birthday party but didn't know where she lived aside from being on Washington Street. If Sally checks every house on the block then she's not using a heuristic. If Sally goes 'I think my friend lives in a brick house, so only check brick houses' or 'only check every other house' then she's using one.
The obvious problem is that while a heuristic will save time if Sally is correct, if she's not (Sally lives in an even-numbered house and/or lives in a wood house) then she's not going to pick the right house. If Sally only has 6 houses to check then she can actually check every one of them and her chances of finding the right house are much higher. If Sally is forced to eliminate 18 houses out of 24 first then there's a good chance that she eliminated the wrong house.
The important thing to keep in mind about heuristics is that
people apply them BEFORE actually making decisions. It'd be like someone telling you first I would drive to the store. Then I would turn on my car. If anyone tells you that they would evaluate the options and then apply a heuristic then they either didn't realize how complicated the search would be or they're full of shit.
Q: What does this have to do with D&D?
A: The applications to D&D are obvious. For example, ask someone relatively experienced with the game what would they do if they were facing a group of goblins adventurers and you were, say, a Wizard. Many people would generally tell you that they would spam AoEs against this large group even though the correct tactic might be to take out one particular member first (they're providing the group shield/healing) or to throw up a wall of fire to block the arrows or whatever. It seems obvious to us with the benefit of hindsight that it was a knee-jerk response but that's the danger of using a heuristic.
Generically using an AoE would be the best option, but for this specific situation it might not be. But people applied the heuristic before they evaluated their other options or looked at the tactical situation.
Q: Wouldn't the answer be to construct a better heuristic?
A: What would be the better construction? As far as elimination strategies go, the 'big group/use AoE' will produce more successful results, just not as often as carefully evaluating all of the powers. The only way they would be able to break themselves out of that mindset is if they constructed a new heuristic on the fly such as 'hey, these are fire goblins, let's narrow it down to ice powers'.
People tend to construct heuristics based on inflexible inputs like 'entangling powers' or 'elemental keywords'. This is so that they don't have to continually keep reconstructing the sorting algorithm. Yes, some people do construct heuristics based on mutuable parameters such as 'where is the enemy located relatively to me', but only if they're forced to or they actually have time to evaluate all of the options. Whether this is done out of laziness, risk aversion, or time pressures is irrelevant. It happens all the same.
Q: What's wrong with that? In fact, isn't that the entire goal of D&D on the DM's side: to present a variety of tactical situations that players will have to use out-of-the-box thinking of? Who cares if they're punished for it
(placed in red for special emphasis, this is an important point)
A: This may be the goal of D&D but this doesn't actually happen for a variety of reasons. This is actually mostly a repost of what I said in another thread. Spoiled.
DM/Game Designer-Side Problems
Okay, imagine if you will goblin archers in the forest. They are on the other side of a chasm spanned by a bridge or two. Fortunately for them the goblin archers were able to recruit some trolls or some shit to block the bridge, putting the players in a chokepoint. Sounds like a pretty robust tactical situation, right? Maybe not robust, but it definitely requires a level of thought more than 'random goblin archers in a flat plane! GO!' Well, you know what, there are several issues with this.
1. Goblin archers across a forest chasm isn't actually much different than drow archers on a cliff in a cave with grimlocks at the bottom or pirate cannoneers on a ship drifting away from the docks. As much as we hate to admit it, a lot of tactical setups are actually really reductionist; video games and tabletop games have figured this one out for years to the point of naming a lot of them. The obvious way to avert this would be to dump more shit onto the tactical field to spice it up--there's also a thunderstorm going on and a weird magical fog that causes random teleportitus and there's also a strange stone that creates an anti-goblin arrow force field on one corner of the battlefield where the players might turn the tables! So the goblin archers send one of the trolls to try to push it into the chasm. Which leads into the second problem.
2. Making a robust tactical situation is actually really, really difficult. If you have a game where combat is rare then it's definitely quite possible to create unique special snowflake battles that the players have never seen before, making the first complaint seem churlish. But in a game like D&D where stories of a group running three battles in a night are common, this is a near-impossibly tall order for the DM. A lot of DMs, including yours truly, will not actually create special snowflake battles for many of them and will end up resorting to 'eh, fuck it, goblin archers in the alleyways, some difficult terrain here and there from garbage and dead peasants, we're ready to rock' in order to meet time constraints or battle quotas. Which of course will lead to monotony after enough time.
The obvious way to avert this is to have a robust monster manual with lots of wild and wooly monsters in it that is easy to run. Goblin archers in the forest need not feel the same as umber hulks in the forest or even drow archers in the forest. This is actually probably the biggest goal of monster manuals, but as we've learned from 3E and 4E D&D there is a limit to the amount of complexity you can give the average monster before they become too complex to run.
Beyond that though course there's the problem that D&D has lasted for 30 years and on top of that expects people to fight 10+ battles in the average story arc. As amazing as it might sound, people are actually quite familiar with dragons, man-scorpions, frost giants, demons, and golems due to D&D's longevity and effect on related media like video games. You will reach a point and soon where ogre magi backed up by yakmen are old hat. Such is the success of D&D, but it's a pisser when you're trying to come up with monsters that people haven't already Seen A Million Times. So you can't solely rely on the Monster Manual to jazz things up. A game needs to hopefully find a third way of attacking combat monotony but the only really big thing you can change in the combat equation is player tactics. And that's where Winds of Fate come in.
And before you immediately tell me again 'that's why you need to throw out diverse sets of monsters at the players that need different tactics!', let me tell you why it's not a good idea to rely on this. Even though the expected goal of throwing out the occasional golem or fire elemental or puzzle monster or whatever is to break players out of the routine of 'I fireball it!', what actually ends up happening is something a lot different because this ignores the reason why players resort to ability spam/5Mod in the first place. Actually, I made this argument a couple of times earlier in the thread so I'll just post it again. In the next spoiler.
Player-Side Problems
The thing that people fantasize about where players have many distinct powers that do different things and you reward people for picking the 'right' power never really works. Even in Mutants and Masterminds d20, which opens the floodgates to do anything you want with any power as long as you spent a Hero Point often has players spamming their same powers despite the game going out of its way to offer alternate situations in the solution books. Seriously, just read the goddamn logs for the Crucible City MUX and that stupid Heroes MUX pastiche that used that system. Players stuck to patterns and often didn't go for 'just as planned!' bait that seemed obvious to outsiders. Why is that?
1) It's often not as obvious as you think it would be for people to pick that 'just as planned' power. For example, should you hit the fire elemental with an Empowered Iceball, a Plane Shift, or a Wall of Stone? Depending on how you construct the game, they all might be equally useful even though a layperson would say 'go for the Iceball!'. Without such obvious decision points, the average person is going to default to what they feel most comfortable with, which invariably leads to ability spam. (Ed: This especially becomes a problem if you actually went ahead and made a small set of powers diverse, because it incentivizes people to stick to one power even more. There are a lot of occasions in which sunbeam won't do donkey dick and are forced to diversify, but it's very hard to come up with occasions that makes summon monster or mass curse more harmful than using another power). This is exactly what happened with Psions; they chose a small list of generically useful powers, some buffs and edge-case effects, then went to town. The only way you can avert this is by splitting up all versatile powers into individual spells, but then that either makes characters boring and one-note or it introduces option paralysis... which leads to people spamming the same one power anyway. Sigh.
2) Even if you do have a This Power Works Best situation, a lot of people aren't going to take it anyway. Either because of cautiousness, paranoia, laziness, roleplaying reasons, or they're just not that bright. They will of course stick to what they're comfortable with, which invariable leads to ability spam. Even though this seems like a minor thing, it's not. It's probably the biggest impediment on this list in fact. People are a combination of stubborn and looking for the path of perceived least resistance i.e. lazy. If you do a 'you can spam this power, but you'll get a -4 to attacks for it so it's a good idea to use something else', a large percentage of players will still choose to spam it. A lot of players' response to Salamanders Attack Your Fire Mage! is to sigh, suck up the fire resistance, and throw out fireballs anyway. You could theoretically put up enough obstacles to break up the player's pattern (these goblins have fire immunity and can fly over short walls!) but the problems with THAT approach is that A) this becomes very obvious after awhile and B) see caveat #2 about DMs being just about as lazy as players.
3) Those 'OMG that was just a PERFECT use of that power!' situations happen in comics and cartoons because, get this: the writers get a lot longer than 5 minutes to come up with something and even have considerable power to manipulate events into a 'just as planned' situation. The 'Iron Man modulates his laser to hit a ghost' tactic might seem obvious to you because you crafted the adventure, but it might not to the people actually playing it--at least not within a reasonable time frame. If someone is on a time crunch they will tend to default to what they feel most familiar with, which leads to ability spam.
And all this is before we get into the other 'wrong' side about having so many choices that you have to use heuristics.
Q: That's really depressing. Are games really destined to be that inflexible?
A: No, not really. Even in tactically shallow games like Dungeons and Dragons 4E there are still some genuine tactical decisions to be made if the game was designed better (no overly narrow specialization, no power sorting, etc.). For example, should the Wizard use Maze of Mirrors on a group of melee barbarians and give the party a round of breathing room or should he blind the enemy mezzer before said enemy unloads with an AoE Save Ends Daze? The point this is trying to get across is that there just isn't enough room in the game or player psychology to make diversity and tactical depth a game completely dependent on the DM. It also needs to come from player-side. And it needs to happen more often than it did in 3E and 4E D&D.
Q: What's Wind of Fates' guarantee that people will actually start looking over their moves once they're in this system?
A: Winds of Fate in of itself won't automatically ensure that you will get tactical depth by players carefully considering every permutation of the moves. People who have played CCGs will refer to a phenomenom known as 'topdecking'. This occurs when a players' options are so limited that they mindlessly use powers anyway because they have no other choice. This isn't a problem specific to Winds of Fate but of the power system in general. It's just more noticeable in WoF because the per-round power selection tends to be smaller than charge or magic point-based resource management systems.
Q: Even so, is the tradeoff of reducing player choice worth that of getting rid of option paralysis and move scripting?
A: No resource management system--hell, no system in general lets you use whatever moves whenever you want. You don't get to use your super-special melee move if you're out of range. If you used a fireball against the giants earlier and then trolls come up, tough cookiepuss.
Q: Right, but it's still LESS choice than power charges/Vancian. So why not give players more choice?
A: That's intentional. You don't actually want to give players too much choice.
Q: Don't give players too much choice? What kind of Gygaxian crap is that?
A: It's not Gygaxian crap, it's just an element of basic psychology. A lot of studies have shown that there is actually a limited amount of choice that you want to give humans, usually 6 to 12 distinct options. Adding more choices than that demotivates people and makes them less happy than if they had a small selection of choice.
Q: Why does too much choice frustrate people?
A: No one really knows for certain. Maybe they don't like to spend too much time going over decisions. Maybe they're afflicted by the 'grass is greener' phenomenom and too many choices allows them too much opportunity to second-guess themselves. The 'why' isn't important, just that it happens.
Q: Is that why people use heuristics?
A: Yup. It's to neem down a large selection of choices to something manageable right from the beginning. But these are the important things:
1) Even when humans mentally squeeze down the selection to something manageable just the process of using heuristics makes the decision process less fun. It's hard to say whether the initial array of choices caused the demotivation or whether using the heuristic did it, but there you go.
2) As discussed earlier, heuristics lead to shallow tactics. These two things in conjunction should lead us to believe that the old system of having 15+ potential powers to pick from needs to be reformed.
Q: So how many choices do you actually want to give people?
A: The maximum amount of choices round-to-round a player makes before it starts to frustrate decision-makers is actually pretty small. Studies give a range of 6 to 12 before acts start getting demotivated, but the larger ends concern outcomes that are universally positive. The studies have noted that when there is a 'right' and a 'wrong' answer (which of the choices will give you 10 dollars as opposed to which kind of ice cream you want) the list narrows. Moreover Dungeons and Dragons also has a large list of multi-purpose powers like Wall of Stone and Silent Image which have nested choices in them. You want to have them on the low end.
Q: Yes, but won't people will still want to pick the option that gives them more initial choices?
A: When the studies gave people a choice to select from a large list of options or a small list of options, people gravitated towards the large list. However, after said selection was done the small list people still ended up with more aggregate satisfaction (despite lower initial satisfaction). A cynical person would say that peoples' eyes are bigger than their stomachs. A less cynical person would tell you to look up 'naive optimization' on wikipedia for more information on why people do that.
Regardless, it's just best to cut the crap and make the round-to-round choices limited from the get-go.
Q: So what does this have to do with Winds of Fate?
Winds of Fate is actually supposed to increase the number of powers a player has available to them. The number of distinct powers a player can pick from in a round has a hard limit set to it by human psychology. But without some additional factor people would be using the same 6-12 powers every round over and over again. This is to allow a character to have a potential combat maneuver list of 40+ powers while still keeping it manageable. And keeping it manageable is important because otherwise people make shallow and incorrect tactical combat decisions.
Q: Why can't you do this with power charges or mana points or whatever? For example, each round they get 6 distinct choices to pick from?
A: Because then you'd cycle back into the 5MoD/ability spam problem. Moreover, it wouldn't exactly satisfy the people who are concerned about the lack of round-to-round choice. Because you can't predict encounters or the flow of combat ahead of time, to an outside observer or even yourself your 3rd Round power selection you set up an hour ago isn't any different from randomly rolling it.
Q: Why would people still use a script even when the choices are down to a manageable number?
A: There's no guarantee that people would do that. As noted in the above spoilered rant, there will still be a number of players at the table who will insist on being risk averse or lazy or will just not have good tactical sense and will stick to a small array of moves. The small selection of choices is supposed to help people who are overwhelmed by the decision-making process (which is everyone after a certain point) and discourage them from using heuristics just to get the choices down to a manageable size. The round-by-round randomness portion is supposed to prevent movespam or scripting from these holdouts.
Q: But what do I do if I have a super-special awesome move that I want to use in Winds of Fate but it doesn't come up? I'll be stuck using something else.
A: That's intentional.
People think that they're being clever by finding a move that's situationally works and spamming it until the combat is over, but in all actuality you're being boring and predictable. It's okay to now and then have the lights come on and go 'Fire Slash is going to work AWESOME against this ice elemental' but once you've had your Eureka moment you should really be using something else.
Q: But I don't have any real standout moves as good as Fire Slash in every round for this encounter.
A: So? It's not like all of your moves are equivalent in utility. You might not have a move in your arsenal as effective as Fire Slash or whatever, but you'll still have moves available this round that are more effective than your other ones. It's your job to sniff it out and use it.