The purpose of the paranoia combo is to shut down every avenue of attack except gradually whittling down your mote pool through brute force. If you want a game where combat is quick and decided primarily by planning rather than raw combat ability, paranoia combos are the absolute last thing you should include in your game.
Assassination Classroom involves
hundreds of plausible-seeming sneaky plans, most of which come
nowhere close to succeeding. The very best ones usually just end up hitting hard enough to reveal another component of the target's paranoia combo. That's not at all "decided primarily by planning."
I want a game where the outcome of violence is
most often decided by raw combat ability, where disparities in skill can be vast enough to reliably overcome the action-economy advantage of superior numbers in most "fair fight" types of scenarios, but which also includes mechanical depth to arrange a variety of decidedly
unfair fights. A game where the PCs don't usually need to worry about their own survival - thus freeing up mindshare to worry about
everything else in Creation and beyond - but that invulnerability is never flawless and absolute, nor the result of multilayered OOC plot armor.
I like the idea of sorcery, MA Form-type charms, Infinite Mastery, and/or other major scenelong buffs not being comboable, due to the metaphysical logic and tactical implications of the idea that focusing your full power inward to unlock something necessarily involves redirecting that power away from, say, the deflector shields. With the Defend Other action, it provides a new reason for
Back-to-Back Badasses - TV Tropes right after surprise-negators have rendered the original 'free unexpected attack for being completely surrounded' issue moot. That means disguises and treachery remain a potentially significant part of the game, because there's a common type of situation where optimal play involves trusting
somebody to watch your back from time to time, and leaving yourself meaningfully vulnerable if that trust is deceived or betrayed. Even with a perfect effect for confirming somebody's identity, free will means that's still not
quite the same as confirming their loyal intentions.
'Meaningfully vulnerable' need not mean 'utterly helpless.' A celestial circle sorcerer betrayed mid-casting might still be forced to endure for an action or two with hardly any defenses... other than, of course, non-excellency-boosted DVs, armor and other hardness/soak, non-charm-activation perfects such as Protection of Celestial Bliss, Escape The Dawn, or Alloyed Reinforcement of Flesh which can only be used a limited number of times per scene, last-ditch "I'll get you next time, Gadget!"/"you haven't even seen my
final form" powers like Birth of Sanity's Sorrow, Driven Beyond Death, Final Ray of Light, Immortal Malevolence Enslavement, and artifacts or hearthstone powers which can be used reflexively, such as a Metasorcerous Phylactery's contingent spells or a modified / automaton-controlled Ring of Vanishing Escape. "Oh, cry me a river" says the god-blood, "your
worst-case nightmare scenario is a ten-second slice of my usual vensday tea-time with grandma Sikunare, plus two or three layers of security blankets and getaway plans."
...I don't recall saying anything about 1971 or 2006. Did you mean to address this to someone else?
Yes, that was
General Exalted Thread - Megathread - Pen & Paper | Page 2011 I apologize for misattributing the sentiment.