let me simplify it further for both of you:
- pool that contains a certain number of gameplay mechanics > the developers choose what to use from this pool in their battles design (so a subset of what is available) (the larger the number of mechanics available in the pool the more complex these battles can be) > the players grind it and choose what is most effective among what the developers used in their pool (a subset of the developers subset).
as a result the developers can reuse this subset or another subset or mix and match from that larger pool. The players know for a fact that they could get more gameplay mechanics than what they got in these battles they cleared and the developers can actually deliver that because the base gameplay mechanics pool had much more to be used.
*simple but not accurate indication is to calculate the combinations possible of said base pool.
-smaller pool that contains a certain number of gameplay mechanics > the developers choose what to use from this pool in their battles design (so a subset of what is available OR the whole thing if its a shallow pool) > the players grind it and choose what is most effective among what the developers used in their pool (a subset of the developers subset).
as a result the developers has less options in their pool left for the future. The players know for a fact that they could not get more gameplay mechanics than what they got because that's all there is in the base pool and the developers can only shuffle what they already done in term of gameplay mechanics for the new content because that is all what they have.
*simple but not accurate indication is to calculate the combinations possible of said base pool and you will find that you mathematically have less options and thus shallower battles.



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