| RolStoppable said: Actually, the system being percentage based is not a weak argument. Even at S support level it's only around a 50% chance, so there's potentially a lot of swing and that makes it indeed random. When the exact same situation can result in death or going completely unharmed, then the player is at the mercy of luck. It's even worse when a character dies because dual strike activates all the time during the enemy's turn and thus a designated tank gets attacked by more units than planned. |
A lot of things are dependent on luck to some sense...this is what separates a good plan from a bad plan, your ability to plan ahead and make actions based on probability. It is a fundamental piece to numerous video games and pretty much every table top game.
Because of this variability you need to work in a way that is smart instead of brute forcing things. Your plan needs to account for the chance of failure. While this will lead you to fail in some scenarios, I wouldn't say that counts as much of a flaw. Failure is part of the game, and in that circumstance, you can simply try again, improving your strategy to better compensate for this variability.







