mean_liar wrote:That "good" adjective is subjective
No, good in this case refers to from a game balance standpoint, which is situational and relative but to a large extent objective. Playing a good game of chess is not a 'subjective' thing. It is relative to the person you played against, I suppose, but it's still objectively measurable in many ways.
mean_liar wrote:"Reasonable time" is entirely arbitrary
Are you going to argue semantics with me to bullshit around the issue? Is it or is it not faster to thoroughly (read: completely) evaluate 6 options than 20? Read what I'm fucking saying, for god's sake...
DSMatticus wrote:WoF allows players to fully evaluate their turn options and the tactical situation in a reasonable time.
See? Fully evaluate. Fully. WoF is an alternative to heuristics, and it is either
faster or
more thorough, depending on the heuristic you compare it to. And this can be an advantage
because you can't enforce the game rules inside people's heads. If your game is only as fast as WoF when all the players agree to apply the same heuristic, then WoF's
speed is significantly more reliable. As in, you will actually see that speed increase at a gaming table, which you won't by saying, "pretty please use this heuristic". Saying WoF is slower than "defaulting" or "scripting" is meaningless, of course it is. Defaulting/scripting is a constant time algorithm, WoF is a linear time algorithm. The point of WoF is to stop that defaulting/scripting and get players to consider the tactics of the situation, and maintain a small enough option subset per turn that combat still happens quicker than people evaluating 30+ abilities. (And now we'll get stuck in a circular loop, because you'll point out they don't evaluate 30+ abilities, and then I'll point you back to the idea that the point of WoF is to allow you to fully evaluate all available abilities, so telling me they're not evaluating 30+ abilities will involve me going "NO SHIT, I know, that's one of the design differences between WoF and whatever other system you're pointing out").
Heuristics are not fucking magic. They either skip considerations, or they take more time than WoF. And that's it. I'm not saying that makes WoF better, I'm just fucking telling you that WoF's purpose is to allow you, round by round, to consider every available option and be able to do so quickly without option paralysis, while simultaneously allowing a large variety of abilities on the character sheet. And it fucking does both of these things, and it does them better than 30+ options and a heuristic, because heuristics, as I just said, are not fucking magic. They are shortcut algorithms that skip options or they're in fact slower, and you cannot reliably enforce them. You may not care that it allows full evaluation faster than other options, you may think that's not a worthy design goal because it's not actually an advantage, and I don't care, that just means you don't like WoF.
But it still fucking does both of these things, whether they're valuable things to do or not.
MGuy wrote:Random does not mean variety because you can randomly be choosing from a list of palette swap abilities.
This is a separate issue. No matter what fucking system it is, if all your choices are just palette swaps of the same choice over and over that system sucks. This isn't a 'flaw' of WoF, it's a flaw of power design for any system. 4e should show you why this argument is BS: 4e is not WoF, and it has this exact god damn problem. If 3e had 6 spells renamed over and over again, you'd fucking notice that too, Vancian magic wouldn't stop that.
MGuy wrote:It doesn't mean that it automatically has more variety than another system it means that it randomizes your choices.
Uhh, yes. It fucking does, actually. You're correct to recognize that the variety is introduced by a random element instead of by the player, but that still makes it fucking variety. You may say, "that kind of variety is dumb" (which is what you seem to be trying to say), but I don't care and that wasn't what I said. It is in fact still variety, because
combats will be more varied.
MGuy wrote:2) It doesn't necessarily give you equivalent good abilities because that's entirely dependent on how you implement it. Since it HASN'T been implemented there is no PROOF of this assertion.
Are you deliberately missing the point? Fine, let me put this as clearly as I possibly can:
Vancian magic. You have 36 equivalently awesome charges (i.e. level 9 charges, different spells each) at a time, all available at the start of the first combat.
WoF. You have 36 equivalently awesome abilities (i.e. your entire matrix, different abilities in each spot), and you get one row (6 abilities) at a time.
For which of these two is option paralysis a greater concern?
I know what you're trying to say ("what if all the abilities aren't equivalently good?"), but we're talking about the fucking capacities. That's what I've been talking about all along. WoF has a higher capacity for equivalently awesome abilities before option paralysis kicks in. Vancian magic CANNOT allow you to prepare 30+ equivalently awesome abilities without expecting you to default to shortcut heuristics (you may be okay with this), defaulting (you may be okay with this), or scripting (you may be okay with this). P.S., if you're going to respond to tell me, "but I think heuristics/defaulting/scripting are okay," stop. Just fucking stop. Those are value judgments. They are not statements of fact. I am telling you what WoF does, and you are telling me, "but I may not like that." That is a non-sequitur, and it means you don't like WoF, and I don't care. I am evaluating what WoF accomplishes, not whether those were good things to accomplish.
MGuy wrote:Remember that CCG comparison I made?
Do you really think this is a fair comparison? You realize CCG's are games where the future state is heavily dependent on decisions made now? As in, the decisions you make now are going to affect the game 10 turns from now, so even if you only have 6 options now, you have to consider a ton of variables like what's in your opponent's hand, what's going to happen in the next few turns, etc, etc. The combat minigame of RPG's is usually far, far simpler than this. This is just a misleading comparison.
MGuy wrote:Other systems can limit your options on a round to round basis just as well as WoF can depending on how it is implemented.
Name some, and I'll tell you what WoF does differently. (P.S., again, you don't seem to realize I'm not saying, 'this is why you should love WoF; x, y, and z.' I'm telling you, 'this is what WoF does; x, y, and z.')