Posted: Mon Mar 07, 2011 12:54 am
If you're just doing it so you can claim you have 22 different options when 10 of them are the same thing, that's just plain stupid. Whether some are slightly inferior to each other or they're all the same, writing melee basic attack 10 times with different names is a terrible idea for bad game designers. You're much better off using a single melee basic attack mechanic and letting people flavor it how they want to.

The point is that the powers are not basically all of the same or barely indistinguishable from each other. In power schemes in which the best powers are dead-obvious like 4E or Book of Nine Swords, yeah, you won't have much option paralysis because no one is ever going to pick anything but Blade Cascade, but in a fair scheme you're faced with two problems if you don't want to use WoF:
1) Do the 3E wizard D&D thing and give people access to 30+ powers at once. This creates option paralysis and people fall into the pattern of 'spam charm spells' anyway because Complacent Gaming Syndrome is a very real thing.
2) Let people select from a very limited list, like 6-12 powers. This leads to Five Moves of Doom where nearly every combat ends up in the exact same combination and becomes really boring. You can see this frickin' happen in 4E, where even classes with a genuinely diverse power set like wizards still have a decision tree you legibly can put on a Post-It Note.
The thing that MfA and you are fantasizing about where people have 10 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.
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, 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.
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.
WoF is the exact opposite of that. Because WoF allows players to have a higher number of abilities without it being unmanageable, the game designer has to work harder to have a balanced set. Well, I mean for the standard 'matrix' WoF system anyway; the shitty WoF ones like the 4E monster manual and Crusader ones you only have to write as many 'good' powers as with spell charges.Swordslinger wrote: WoF is a losers design philosophy. It's saying "I can't balance the game and its choices, so I'm just going to limit your choices via random roll, so you don't spam the uber move I created every turn."
For example, take the 4E Cleric. The 4E Cleric has a huge number of worthless or counterintuitive powers, yet (as least the Wis-primary variant) consistently ranks top-tier as a leader because they can only use a tiny proportion of the powers printed. If the 4E Cleric was switched to a sensible WoF schematic it'd suddenly rank down there with Assassin and Shaman because of all of those turkey abilities.
It's why Book of Nine Swords managed to be a power-up for sword-based characters despite 80% of the maneuvers being utter shit that's inferior to Barbarian Rage + Full Attack.