The nine percent number is based on the idea that rolling high in Winds of Fate is better than rolling low in Winds of Fate. It also includes a miss chance. If the second player's best option on the next turn is to cast their level 2 spell then Winds of Fate fails because the die roll isn't important anymore. In fact, player two becomes overpowered because they have been given a chance to roll something better than a six, call it a six point five, 83 percent of the time. Meanwhile, my oil attack is so great that I am rolling better than a six 23 percent of the time. I might as well not even have a six attack. And I would seriously be happy with that, but Frank would not because the random component the he is willing to include an extra die roll for is going away. I don't know how to make that any more clear, so let's look at this from a game design perspective.Boolean wrote: Shau --
Your 9 percent number is bullshit. You assumed a 1/6 chance of getting each move. That's not how it works.
Imagine that Oil is a level 5 move, and Fire is a level 2 move.
Assuming that Oil/Fire is the best tactic and will be used whenever possible, it goes like this:
33% X 83% = a 28% chance of the oil/fire going off in any given fight. That's often enough to make the combo a recognizable signature move for that pair, but not make things boring. Now remember, that's the probability from before the fight starts. If I roll oil, and am deciding between my oil move and my normal sword stab, I'm looking at an 83% combo rate if I choose to use oil. That's totally worth it.
Let's look at this in terms of interests:
Shau: I want combat to be consistent and knowable because I want players to work together as a team. I want illusionists to cast grease so that rogue's can sneak attack and I want Gaia, Ortega, and Mash players to be encouraged to use the Jet Stream Attack
Frank: I want combat to be inconsistent and unknowable because I don't want people to be able to write down moves ahead of time and then go to the store. I don't want illusionists to be encouraged to use the same move and I don't want rogues because they always do the same thing.
(Frank can clarify his position if I am misstating it.)
There is seriously no way to please both me and Frank here. I want a system in which people are encouraged to team up and that requires consistency. Frank does not want that consistency. Frank actually becomes unhappy in my system because in my system players make plans to beat challenges. In my system the rogue always sneak attacks the guy who is balancing on a grease square, and indeed it set up so that the wizard casting grease and the rogue attacking that target works better than if they just took turns independently.
Now you can seriously have combos in in a Winds of Fate system, they just have to happen randomly. If my best power available is a chocolate attack and your best power available is a peanut butter attack, then they can combine into a delicious Reese's peanut butter cup. But it only works if we both happened to roll powers that combine. If the peanut butter cup is so good that you only ever use your low level peanut butter attack you are not playing Winds of Fate anymore.
Edit:
If the Dream Eater combo is never set up then Frank is happy, because dream eater guy randomly throws out moves rather than spamming the same low level move. If dream seasoning occurs than I am happy, because it is a situation in which teamwork is more important than random roles. If hyper ice beam combos with Dream Seasoning then I think I am unhappy again because it sounds like every move just combines with every other move and team tactics are a joke again.NineInchNall wrote: And what happens when the low-level Dream Eater (level 1) combo is not set up, say because your team mate was not able to get into position to use his Dream Seasoning move? Further, what if Hyper Ice Beam were to make further uses of Dream Eater on the target more potent?
Let me also say that I am more or less thinking of team tactics from the perspective of the first players. It's logical for the second guy to say that he will will use fire when fighting a monster covered in oil by player one. It's foolish for player one to choose an oil attack because the odds are against a appropriate follow up attack being available.