Voss said:
The randomizer is supposed to dwarf the modifiers. If its the other way around, there isn't much point in the roll- you're taking chance out of the game, which makes combat pretty pointless, as you already know who's going to win, barring statistical anomalies.
That is only true to an extent. It's not good to have either extreme.
If the randomizer dwarfs the modifiers, you end up with "skill" having little to no bearing on the result. This means someone who wants to devote skill to this aspect of combat is being artificially "nerfed".
Also, it means that "experience" has no bearing on this particular aspect of combat.
If the randomizer is dwarfed by the modifiers, you end up with little to no chaos occuring during combat, so that most outcomes can be figured by simply comparing stats. This is also bad, because combat is not nearly that cut and dry.
With a d20, modifiers ranging from ~5 in the low end, and ~20-25 at the high end make for a happy medium. If it always stays at the low end, and never gets better... things stay too chaotic. If it exceeds the high end too much (getting into the 40s and 50s, etc), then things become too predictable and gaps between high trained and low trained start ruining combat.
Having Initiative based on experience, allowing a person to focus on it, but also keeping it within the "Sweet Spot" like the rest of the system makes for a better mechanic IMO. Also, since it has the same ranges as everything else, rules can interact with it without needing to be a corner case.
This is the very thing I think they meant by "Streamlining" the system.