Posted by johnsensing on 4/22/2018 12:09:00 PM (view original):
As others have said, no, WIS doesn't care. This is the game we're stuck with. This problem could be dealt with by making two relatively simple changes: (1) make it so you don't have a chance to win the recruit unless you're at very high (i.e., at over 40% chance); and (b) make preferences more meaningful.
You currently don’t have a chance to win the recruit unless you have amassed ~60% of the effort credit of the leader, which works itself out to ~37 in a 63-37 battle in true effort credit. The reason the odds look longer is because they’re stretched *to favor the effort credit leader*. I know you understand this, JS, but not everyone does. They could eliminate the “stretching”, and we’d have essentially the system you’re calling for - but there would be more upsets, not fewer.
As to B, I think preferences are very meaningful, especially distance and success. Battling someone at a disadvantage in preferences requires a lot more attention/effort.