But you can do that without WoF. All WoF exists to do is give the designer more slack in creating broken abilities, because the ability only gets to be used 1/6 rounds. WoF also nerfs combos, because you can't count on any of your party members doing a sequence of attacks. The downside is you pretty much eliminate most of the strategy from the game by doing that. It's like setting up this great chess strategy and then all of a sudden bishops can't move diagonally anymore and move like knights. It's all the worst parts of a card game, without any of the benefits. At least in Magic, if I draw a counterpell, I'll have that unless someone makes me discard it or I cast it. In WoF, nothing is ever certain, meaning you can't plan anything.Murtak wrote: I am not really a fan of WoF, but that is exactly what it is supposed to solve: Give players less options to choose from, and make those distinct enough so they do not have to worry about numbers and calculations. I'm not a fan of not getting to choose what power to use when, but getting to choose from Power Slam (knockdown everyone smaller than you in melee range), Lunge (move, then do a single attack) and Skirmish (attack, then move backward) is easy.
You're much better off just trying to balance Twin Strike than you are telling people they can only declare the action 1/6th of the time.