I'd say that there is usually nothing overty fantastic about martial daily maneuvers, just as there was nothing overtly fantastic about Luke Skywalker firing the torpedo that took down the Death Star. Anybody could have done it if he was lucky enough, but in Luke's case, it wasn't luck.
Its skill + the Force. It was difficult, yes, but it was skill.
And I bet as an
experienced Jedi, he could make that shot 9 times out of 10 tries a day.
Similarly, there is nothing overtly fantastic about an ability like Villian's Menace.
And I have a problem with that, obviously.
In fact, it is theoretically possible that a fight could play out the same whether the fighter used villian's menace or not...<snip>...it isn't that great a stretch for me to accept that he can't make the same effort again without taking an extended rest.
That's
not the issue.
The issue is whether there is any logic to why my use of Villain's Menace against Relatively Unskilled Mook #1 means I should be unable to use Villain's Menace against Sub-Boss #1 three rooms and 2 combats away.
And further, meaning that I'm still barred from using Villain's Menace 2 (character time) hours later, against Unskilled Mook #7.
The ONLY logic presented is game balance, and that's simply insufficient. There are other ways for the Fighter's exploits to be balanced without being disruptive of the immersive experience.
This is only a bad thing if you think that believability is more important than balance.
Ideally, they should be considered equally.
PCs may attempt to make use of the same attack routines over and over again, though, e.g. Grab, then maneuver X, then grab again; or Y, then Y1, which also cannot be performed with successive attacks, then Y again; Z against foe #1, Z against foe #2, Z against foe #3, etc.; AA maneuver, then stand, then AA maneuver again.
Yes...but he's not going to make every attack roll unless he's fighting a mook. After all, his foe isn't just standing there- he's trying maneuvers of his own.
Here is where HERO is more videogamey than 4Ed, but in a
good way.
When I play Tekken, I can try all of Yoshimitsu's maneuvers as many times as I want. Typically, a particularly powerful but difficult maneuver will only work once or twice.
But I can try it as many times as I want.
And when I play a bad Tekken player, or bamboozle the AI, I can actually win a fight simply using the same powerful but difficult manuver over and over.
If, however, I face a good player, or I'm in the latter rounds, trying the same maneuver over and over again will simply get me whupped.
Is it potentially repetitive? Sure- so is physical combat. Watching MMA, you're going to expect someone trying to initiate a grapple. And if you can't grapple at least a
little bit, you can't win- ask Kimbo Slice. Besides, repetition is
logical- if my foe can't stop me from smacking him in the face with my mace,
why should I stop?
But instead of allowing physical combat to be repetitive when the situation says it very well should be, 4Ed swings the pendulum completely the other way- You can't be repetitve because some things can only be done once per day.
Ever.
You've lost your choice about how to logically run your PC in combat because of a design decision.