Doug McCrae
Legend
You guys are supposed to be talking about wizards. Not cars!
You guys are supposed to be talking about wizards. Not cars!
YOU think so. But better in what way? The cyclical initiative of 3e and 4e have certain advantages in smoothness of running encounters. But the side-based initiatives of 1e and 2e make it easier to coordinate player vs NPC groups, particularly for new players. The optional initiative system for 2e, modified by individual weapon speeds and casting times enables more tactical consideration between getting an early strike vs a late, but potentially stronger one, to say nothing about adding better balancing controls for magic spells in combat. When you also consider that the random element in 2e initiative is a d10, the random factor is a smaller proportion of the result, making player choice-drive modifiers more meaningful.
"Better" always depends on certain criteria. How is something better? Under what circumstances is it better? And in gaming, whether you want something better along those criteria is typically a subjective choice.
BRG said:am not accusing your point of view of being trendy, I am saying there is currently a trend in game design toward streamlined and unified. RIght now the preference you developed 25 years ago is experiencing a good deal of popularity and that is what I was talking about. My point is in five years we may all be talking about fiddly and non-unified systems again. Because these are aesthetic design trends.
It's better because it doesn't require fifteen pages of explanation and clarification. CF: http://www.multifoliate.com/dnd/ADDICT.pdf
Actually this is a very poor example. Modern instruments have better design tools to do the things master craftsmen did in the past and with better precision, but you can't age wood artificially to emulate the sound and tone of those instruments until they age, for example. I can pull out a set of DW drums with better everything than an old set of Radio Kings or a new Robot Les Paul vs. a late 6o's Gold Top and the new pieces will be easier to tune, stay in tune better, have a more consistent sound and generally be within specifications (and not out-of-round) but there's a warmth in that old wood as it has seasoned for decades. In some cases it may not sound right in close recording either but for live application or certain less-stringent applications they are desired.2) A better analogy would be musical instruments - for example lets take violins. Using the train of thought running through this thread - A modern violin has the advantage of centuries of "improvements" in manufacturing techniques, materials, and tools - so must be better designed and therefore be better than one made by Stradivari and Guarneri del Gesù. Except, the consensus among violinists seems to be that a Stradivari is better and sets the standard modern violin makers try to emulate.
Holy crap. I only played one campaign in AD&D, and I was a beginning player and not the GM. I was always a bit hazy on how some of the more arcane bits worked, and since 3E came out at pretty much exactly the point where I became interested in actually learning the system instead of just playing a single character I never read much AD&D rules . . .
Holy crap. I don't remember things being that crazy!