So my campaign is mostly street-level heroes and martial arts, and I wanted to give each character a wide variety of the Melee Physical attack.
Previously, I had it so that they had a basic move and then a few others that were more powerful but had an Activation Roll. After a few games, I decided that all the 1d6 rolling was too distracting, and decided to rebuild everyone's moves based around Usage Limit instead.
One of the other things I wanted to do is create some color by giving fighters functionally identical, but differently-named moves.
I ran some test combats between a Hero attacker and a punching bag Villain.
In the first test, my attacker had 4 identical moves (High Punch, Low Punch, Quick Knee, Side Kick) that did 1 damage, unlimited usage. I noticed that the attacker would always use the last attack that I added in character creation (which was Quick Knee), each round.
My next test was to give most attacks a Usage Limit of 1, and make Quick Knee a reliable attack when the others ran out. The computer still went through the list, and picked the Quick Knee each time - so I guess the AI doesn't consider the Usage Limit as a reason to make a move more choose-worthy.
My third test was: Big Punch (2 Damage, Usage Limit 1), Big Bonk (2 Damage, Usage Limit 1), Side Kick (1 Damage, Usage Limit 1), Quick Knee (1 Damage).
In this test, the attacker chose Big Bonk, then Big Punch, then Quick Knee each round after. Side Kick was ignored.
I wondered if the AI was in the habit of always unloading the best moves as long as it can, and did one more test - adding several more mannequins that only had 1 Health. Big Punch and Big Bonk, at 2 Damage and Usage Limit 1, would be a waste on them, but the attacker went after the little guys first and was all too happy to use the large single-use attacks to blow them away.
So anyway, some suggestions please:
* Could you make it so that if the AI sees there are multiple moves that are functionally equal, it picks randomly between them? Or alternately: could you shuffle the list of moves each time before the AI considers them?
* A more open-ended suggestion: Could you make it so that the AI understands that a powerful move with a Usage Limit should be valued more than a move you can always use? Front-loading all your power moves at the start of a fight might be a good idea most of the time, but not always.
Finally, I wanted to mention something I noticed when playing. I had a healer character who was meant to be the team's main support. She had a basic healing ability (1 Pt. Heal), a healing burst (2 pts., 3 targets, Usage Limit 1), and also a support Action called "Come Over Here!" (Outsmart to Lure Into the Open.)
I don't think my healer ever actually healed. The AI would always be thinking that using Come Over Here was more valuable to the fight than healing someone - even if my team was low on Health. And maybe that was a good decision on the AI's part - but I want my healers to heal, even if they have useful side abilities.
So one more suggestion:
* Could you make it so that powers of a character have a Frequency - that I could make Come Over Here something rarely used (even if considered a good idea?)
* Or - alternately - what if there was a difficulty mode called 'Random' or 'Card Game' or whatever. In this mode, after making decisions about what non-actions to use, actions are chosen at random? This would apply to both hero and villain AI, since it's a very different way to play.
Also, perhaps in this 'Random' mode, AI decisions about whether to use a non-action or reactive power with a Usage Limit could be a 50-50 choice? The same logic that decides when the Villain AI wants to use Rerolls or not, could be used here.