Ridley's Cohort said:
No offense intended, but I find this general argument to be 100% wrong because it presumes that opportunities are liabilities, and restrictions are freedom.
Please identify the "opportunities" that i am mislabeling as liabilities, and the "restrictions" that i have misidentified as freedoms. Because, honestly, i don't even see how you're applying this analogy/analysis to my argument. Seriously.
(1) Consistency suggests a logical means to extend house rules, but does not logically require me to do so. I can choose to apply my house Tumble changes to Bluff if I want to. You make it sound like I am somehow required, which is just not true.
That's not at all what i said. I said that,
if you choose
not to apply consistency it will (1) be very noticable and (2) might have some significant unintended repurcussions. And, contrariwise, a lack of interaction between distinct subsystems means that, even if you totally screw up a subsystem, it won't affect the others, because they simply don't inter-relate.
(2) Diversity of approaches on a similar back bone gives me opportunities and examples that are actually useful. If I dislike how something scales, I can look at, say, BAB, saves, Tumble, Bluff, Diplomacy, and Jump. While they all have similarities, they are very different in how they play out in detail. If I dislike a particular mechanic, I have usuable examples to choose from that are different, but not so different that I must rewrite everything from scratch.
In other words, lots of variations on the same core. How is that
more freedom than lots of variations on half-a-dozen radically different cores? It might not be less (orders of infinity and all that), but how is it more?
(3a) The other side of the coin is that 1e/2e has far too much diversity. Mechanics were so bizarrely different that it was nearly impossible to see how to transfer one manner of mechanics into a different area.
(3b) And work done one place in 1e/2e has no value elsewhere. If you revise, say, the Thief skills, the work you just did has no possible application anywhere else in the entire game. You are prevented from extending your work.
This is, as a generalization, absolutely true.
3e gives freedom to scale changes in the system as you please. A houserule can be purely local -- one small change for one mechanic. Or it can be global. Or anywhere in between. Scaling the extent of change up or down is trivial.
Yes. But not without repurcussions. Let's take a simple example: double all skill point allocations, and raise the max skill ranks to level +20. Suddenly, Tumble becomes a super-powerful skill, because the DC to avoid an AoO is based on the attacker's roll, and you've just given the tumbler a potential 10-15pt advantage. Likewise for any other task where a skill interacts with some other mechanic.
1e/2e gives you the freedom from repurcussions, but it is the freedom from opportunity -- the freedom of a prisoner in a small cell.
Huh? Didn't you just apply a sensible analogy exactly backwards? How does a codified system give you more freedom than a lack of system? I can accept a claim that it gives no less--but how does it give more? More specifically, i fail to see how you can analogize, of the two systems (AD&D2, D&D3E), AD&D to either "freedom from opportunity" or a prison cell. I'm not sure i'd use that analogy for either system, but surely, if anything, the system with greater codification is the one more deserving of that analogy.