zeruslord wrote:I don't think there were significant objections to CAN other than that it implied removal of HP. It encourages the set of behaviors that this thread assumes should be encouraged, but it is not a resource management system or any other system that determines what attacks are available, and therefore not what this thread is about.
Precisely.
MfA wrote:On what exactly? The dragon would keep out of range till he could reuse his breath attack? Even though that attack pattern would guarantee counters being up to as great an extent as possible? (After flying away for 5 rounds his flame breath would truly be entirely useless.)
Goooblega!
That's assuming a fixed turn cooldown time. Which is a resource management system. And the
resource management system is the source of all the variance in maneuver use in that case.
Ice Shield's existence either makes Firebreath less than the best move or it doesn't. If it doesn't, then the Dragon will use Firebreath every round
barring the intervention of a resource management system. If it does, then the Wizard will keep it on and the Dragon will use his next best attack every round
barring the intervention of a resource management system.
Whether you have "Stances" that you set up ahead of time that change what the best maneuver available to the enemy is or whether you have "Counters" that you activate in response to people using maneuvers that change what the best one would be is a complete fucking nonsequitur. In the absence of resource management protocols restricting choice of attacks and defenses, it just boils down to a "best" chain of attacks and defenses that you repeat until someone wins. Press the A button! Press it HARD!
Stances and Counters are all fine and dandy, but they are
not relevant to a discussion about resource management protocols. At all. It's like interjecting discussions about hit points vs. damage conditions. It's important to the game mechanics, but it's
not relevant to a discussion about resource management.
Resource Management is the system by which the game cajoles everyone to use different abilities every round. Whether those abilities are attacks, counteractions, stances, paradigm shifts, or
whatever - there has to be a
reason that people won't just pick the same selection every round or they
will. And
that is what is being discussed.
-Username17