In any battle there are only a couple of things you
can do. You can:
- Move your team closer to the victory condition (exspample: "Hoody Hoo! I shoot him with my crossbow!")
- Move the other team farther from their victory condition (exspample: "Cure Light wounds! Go team Cleric!")
- Improve your team's ability to move closer to the victory condition on further actions (exspample: "H-h-ha-ha-a-a-as-s-ste!"
- Worsen the enemy's ability to move towards the victory condition on further actions (exspample: "Dim Vision, bitches!")
So to an extent, a very
large extent, you can imagine that there will probably be some sort of rubric one could use to figure out what the optimal course of action is in
any circumstances, regardless of situation. After all, we
know that buffs, insta-kills, and debuffs are better the earlier in a combat it is, and steady grinding abilities are better the later in a combat it is. That's not
news to anyone, so one can in fact surmise that once a character has determined their strategy that there
is a best move in whatever situation they find themselves.
If one of your team mates gets to do all kinds of crazy shit on a dazed opponent because of his psychic powers, then you'll probably want to use your best available dazing maneuver on a tough enemy regardless of what else they do. Once you've made that concession to team work, you know what you're going to open up the combat with even if you have access to dozens or hundreds of special attacks.
In short, the
problem with the tactical wargame aspect of almost all RPGs is precisely the fact that people know what they are going to do so far ahead of time. In D&D you can generally give standing orders for a character several turns in advance, and then
go to the store. In larger battles, you might be able to come back with a bag of funyuns and some pepsi before your program ran out or became inappropriate. That's the problem.
Neeek wrote:It just occurred to me that the winds of fate play has issues regarding the ability to plan ahead.
Yes. Exactly. The thing that puts a player's tactical skill and personal input into the game in a meaningful fashion is when the tactical situation changes radically enough between their turns that they
can't plan out their actions far in advance. In the AD&D model where everyone just lines up and autoattacks, you can plan your turns out five or ten rounds in advance - but there's no real purpose served in anyone really
being there or controlling their characters.
Neeek wrote:If you have to roll to see what the best action will be in the next round, then you are going to slow down the game by a significant amount.
Any time you put meaningful choice into the game, it's going to slow things down. You can speed things up by just having everyone flip coins to see who wins the battle right at the start.
-Username17