@doppelgreener There's an early 80s Doctor Who story where the Master kidnaps one of the Doctor's companions and uses the Power of Math to trap the Doctor in a dimensionally-folded city called Castrovalva.
(Block transfer computations are a kind of math which alter reality by describing the change; only a living mind can do block transfer because computers can't adapt to the changes the math creates.)
@BESW No, I mean - the Doctor knew about Castrovalva, so it must have been a real place. The Master tricked them into going to the fake, but did he do it by replacing the real one with the fake one, or by giving them the wrong coordinates?
@BESW I'm a bit confused as to what the concept actually is - it seems all you can do is apply the mechanical effects of your rolls on the tables, and the only decision in the game is what to attack/whether to maneuver, and the results are going to be decided mainly by the roll of the dice. Where's the "fun" going to come from? (I feel a bit harsh saying that but I can't figure out a better phrasing)
I know what you're saying, but it's a fundamental trait of most combat-focused RPGs: the mechanics are tactical and the "fun" lies in interpreting those mechanics into a story voice.
It's just more obvious in narrowly focused short-form systems.
@BESW Lack of variety of tactical choice, I guess? I mean, you're not deciding a build here, it's just random. I perhaps am also not coming at this from the right angle, since I don't usually play with a focus on tactical combat.