- Option One: You have 10 different powers that are either used up or come online over the course of battle. Either way, you use your favorite of the available moves each turn which changes in a predictable manner such that you use all ten in the same order every battle.
- Option Two: You have only 6 different powers, but you roll a die to determine which are available each turn.
Now, that's an extreme fucking case. The character does not have enough choice to make it engaging. But despite having almost halved his options, variety has gone up by almost eight thousand times. That's a step in the right direction. If at each person had 2 or 3 options at each Tide of Battle result (still less than 20 powers), it would be very much more interesting than if the players had completely free choice and a hundred powers each.
Open choice is paralytic, and frankly not even desirable. Final Fantasy Tactics Advance is a better game because the laws come in and screw you on weird shit. You should have variable limitations on your actions every round. It makes the game more interesting.
Luke can't shoot his missile at the death star core until a shot is lined up. He can't fucking do it. Colossus won't throw Wolverine if he doesn't think the ledge will hold his weight. And frankly, filling that kind of information on the fly is part of what makes the game interesting. Justifying why you don't use your super move is a point of interest.
The Tide of Battle system even lets some moves go off all the time. Krillin can always kick a dude in the face even if he can't get off his stupid insta-gib. If Iron Man always has an EMP pulse, then he can always use it. But there should be moves that have to get saved for an as-yet unknown future point, because otherwise it turns into 4e. And that's terrible.
-Username17

