And I couldn’t help her from the outside. That, more than anything, was why I was here. I wasn’t strong enough to fight Coil on my own, I couldn’t go to the heroes and rely on them to handle it, not with Coil’s power giving him two attempts to escape,
It occurred to me recently, while I wasn’t blogging (I forgot to make a post about it), that another thing that’s a lot like Coil’s power is the D&D 5e game mechanic for “advantage”, in which you roll twice and use the higher roll.
two attempts to any counterattacks, two attempts to track down the person who’d informed on him and deal with her, and take his pick of the outcomes he wanted.
Yeah, his power is pretty strong. I really like the way Wildbow implemented this, though – he managed to give a character the power to decide outcomes without it being too stupidly overpowered. He’s still limited in that he can only run two realities at a time, and they only vary based on his actions… It’s a strong power, sure, but it’s well balanced.
That wasn’t even getting into the more complex uses of his abilities, only using one of his concurrent realities to try something, doing it over and over again until he got a result he wanted to keep. I couldn’t beat him in any kind of confrontation.
If his more mundane use of the power is “advantage”, then this is “taking twenty”, where you basically just try, try again until it works. Like in D&D, it’s limited by time – a sane DM might not allow you to take twenty if your character doesn’t reasonably have time to keep trying, and Coil needs to make sure the Coil in the reality where he isn’t trying survives until he knows whether the other one does.
Though to be fair, in both of these analogies, Coil’s power is quite a bit stronger and more versatile than their D&D counterparts.