This is something they realized on the Magic: The Gathering side a while ago; I think Mark Rosewater has an article about it somewhere. Players generally try to accomplish the goal put in front of them, using whatever they believe to be the most effective means. If those means are tedious, they will enjoy the game less but they will continue to use those means.No. That's exactly the opposite of what is being said here. What is being said is:
"You have to keep track of the number of arrows your character has"
"Oh. Okay. And if I do that, I do 10x as much damage as if I don't?"
"Yes, exactly. So, what else would you like to play instead?"
"What do you mean? I'll endure whatever tedium you throw at me to do 10x damage."
"....but it's so tedious!"
"Yes, and? Tedium is fine if it makes me win that hard."
Tedium doesn't work, because LOTS AND LOTS of players are perfectly willing to endure tedium in order to get enormous power. They will, of course, take whatever steps they can to minimize the tedium to the lowest possible level they can while still keeping all the power, but yeah, plenty of players will JUMP at the chance to do incredibly powerful things with tedious methods, hating every second of the tedium!
How do you mean? It's very simple.
Is tedium--boring, mind-numbing, uninteresting, dull rules-manipulation--a valid way to discourage players from using degenerate strategies?
And the answer is, demonstrably,
hell no.
Because players will endure lots of tedium in order to become stupidly powerful. Even if that means they have less fun!
Using tedium for balance is therefore a double failure: It does not achieve its goal of balance and it results in less fun, even for the players taking advantage of the imbalance.