Oh! Yeah, that reminds me. I was actually stupefied and thought the site broke at first. The rolls were, in that order: 1, 1, 3, 1.
If you guys believe this is stupidly unfair, (which I'm willing to admit it is,) I can reroll.
+2 CP, +10 Savagery, +Enemy gankers that will raid you every now and then.
Also...
FUCKING SAVAGE.
You'll do it automatically in 2-3 turns if that helps. To see the circus, however, you need to take the ambition.
Basically, the same as D&D. If you're looking for an explanation to Bending, I add the amount of Complexity to the enemy's AC during an attack and based on the amount of Complexity the bending move has, the more bonuses it yields; usually damage since that's what most Bending attacks do. Other Bending moves that don't target the enemy simply have Complexity added to their DC for a better result (such as Airshield's temporary HP.)
As for how the characters make "choices," it depends. I try to make it logical, like the Blue Spirit backing out when he was hit for the first time, or Tie swapping to Earthbending after being hurt (with him being more proficient with Earthbending than Firebending with which he
intended to fight.) Sometimes, I just make a short list of moves, assign them numbers, and roll a die to randomize what happens. Like I said, it depends.