@Limz
I was using Chess as a parallel.

Just as in Chess:
We have predetermined units and abilities
We have given set of rules for how we take turns and what we can do and when
We know exactly how one action effects another
There is a clearly optimal reaction and or set of reactions for each given action

Combat is generally nothing like chess in any other context except in simulations that ignore chance. It removes pressure and surprise in any given scenario once you've gained enough information and, given that loremaster exists and people replay these games, obtaining that information is really easy. I do not feel like that is an improvement so much of a trying to find a way around a given problem from the last game.

Thus assuming perfect information and player skill, we can assume matches will play out a certain way given a specific scenario -> I find this significantly less enthralling

EDIT: Less enthralling in combat strategy games that are turned based

Last edited by aj0413; 02/10/16 11:55 PM.