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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 5265520" data-attributes="member: 4720"><p>I'm familiar with it, and you have a point, but I don't think this case is as schematic as you're laying it out.</p><p></p><p>For one thing, if you look at the limited progression path they gave us for the Thief, it's not going to remain a set of binary choices. Some option sets will grow as you level. And I would bet a moderate amount of money that additional decision points will be added, if only as a way to scale damage as you level.</p><p></p><p>Also, I think you're caricaturing how broad the decision space is in baseline 4e. The at-will, encounter, daily breakdown <em>already</em> subdivided the decision. "This fight is totally not worth a daily" removes options trivially. The thief doesn't have that until some resources are already spent.</p><p></p><p>Most of the sub-choices in baseline 4e are trivial, like disregarding the obvious bad choices in a multiple choice test. The decision space chunks very well and can be parsed instantly by simple heuristics: "Don't need a Daily here", "Don't need AoE here", etc. That doesn't seem to be the case for the Thief, as the choices with say, a movement power, are more dependent on the relative position of various creatures on the grid than even most of the low level attack powers were, IMO, so there may be more factors to consider when making that decision, particularly in a space with multiple creatures and terrain features.</p><p></p><p>Additionally, I think you're simply undervaluing the fatigue that comes with serial decisions and overvaluing decision paralysis. Sure, decision paralysis is more common with larger numbers of choices, but we're not talking about large swings in the number of choices here. Making a whole mess of serial decisions has its own problems.</p><p></p><p>If you've ever planned a wedding, you'll know how much fatigue sets in with serial choice, even if each choice is simple. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Personally, I got to a point where choosing a shirt in the morning was a harrowing experience, and I'm a fairly standard issue guy with a limited decision space in his closet. If a barista asked me "What size do you want?" I simply blinked owlishly for several seconds before asking her to pick for me. But all of that is neither here nor there.</p><p></p><p>We're well within a space with low level 4e, where the number of choices in a single decision is not large, and the cost of adding additional decisions should be weighed carefully. Personally, I think how you approach the game and what sort of heuristics you've developed to break down the tactical space is going to have a larger influence on your cognitive load than these tiny shifts in the decision space, but YMMV.</p><p></p><p>Ouch.... that got a bit jargon-y. Sorry.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 5265520, member: 4720"] I'm familiar with it, and you have a point, but I don't think this case is as schematic as you're laying it out. For one thing, if you look at the limited progression path they gave us for the Thief, it's not going to remain a set of binary choices. Some option sets will grow as you level. And I would bet a moderate amount of money that additional decision points will be added, if only as a way to scale damage as you level. Also, I think you're caricaturing how broad the decision space is in baseline 4e. The at-will, encounter, daily breakdown [I]already[/I] subdivided the decision. "This fight is totally not worth a daily" removes options trivially. The thief doesn't have that until some resources are already spent. Most of the sub-choices in baseline 4e are trivial, like disregarding the obvious bad choices in a multiple choice test. The decision space chunks very well and can be parsed instantly by simple heuristics: "Don't need a Daily here", "Don't need AoE here", etc. That doesn't seem to be the case for the Thief, as the choices with say, a movement power, are more dependent on the relative position of various creatures on the grid than even most of the low level attack powers were, IMO, so there may be more factors to consider when making that decision, particularly in a space with multiple creatures and terrain features. Additionally, I think you're simply undervaluing the fatigue that comes with serial decisions and overvaluing decision paralysis. Sure, decision paralysis is more common with larger numbers of choices, but we're not talking about large swings in the number of choices here. Making a whole mess of serial decisions has its own problems. If you've ever planned a wedding, you'll know how much fatigue sets in with serial choice, even if each choice is simple. ;) Personally, I got to a point where choosing a shirt in the morning was a harrowing experience, and I'm a fairly standard issue guy with a limited decision space in his closet. If a barista asked me "What size do you want?" I simply blinked owlishly for several seconds before asking her to pick for me. But all of that is neither here nor there. We're well within a space with low level 4e, where the number of choices in a single decision is not large, and the cost of adding additional decisions should be weighed carefully. Personally, I think how you approach the game and what sort of heuristics you've developed to break down the tactical space is going to have a larger influence on your cognitive load than these tiny shifts in the decision space, but YMMV. Ouch.... that got a bit jargon-y. Sorry. [/QUOTE]
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