>>96453563
>>96453713
>Can you elaborate more about what you mean by being able to think ahead with reliability?
The outcome of typical actions, in typical games, are heavily randomized, to the point where any plan that extends beyond a single turn isn't really feasible and will often end in failure.
For an example scenario, take a fight in 3.5e: The party needs to take over a guard outpost, which consists of a medium sized room with five guards: One a mage who's sitting by a hearth alone, two with crossbows leaning against the back wall, and two with swords and shields.
You, the fighter, have Improved Initiative and Cleave, so you make a quick plan: You're going to kick open the door, rush into melee with the crossbows during the surprise round, win Initiative with your feat and cleave them both, and then be able to turn your attention to the mage.
With the rest of the party's approval, you kick the door in, the surprise round starts... And one of the melee guards passes his listen check, and rolls higher for initiative. He stands in the doorway and your entire plan immediately fails.
Alternatively: You successfully move in during the surprise round, but you're at the bottom of the initiative in the first normal round: The crossbows both withdraw or 5 foot step out and shoot you.
Alternatively: You successfully move in, AND you win initiative. And you flub your attack roll.
Alternatively: You flub the damage roll instead.
Alternatively: You succeed, hit, and kill the guard, but miss the second.
There's a lot of potential failure points, and none of them are in your control. At least the first possibility is a little exciting, because it means you have to come up with an entirely new approach, though again it's through no fault of your own and the other outcomes, where nothing changes at all, are more the norm in games.
However, though very rare, there are better systems, with better methods.