FormerlyHemlock
Hero
Ok... perhaps the ability to disrupt casting spells by causing damage before they got the spell off, and changing initiative every round, and declaring actions up front, made the game feel more random/exciting?
There was a definite tactical dimension to initiative. The reason spells like Power Word: Kill exist is because killing with a single word of power was FAST and therefore hard to disrupt. In 5E, power word spells are mostly pointless, but back in the day, given the choice between 2-11 initiative for PWK or 10-19 for Meteor Swarm, when the enemy fighter is going to disrupt you somewhere between 4-13 with his long sword +2... in that situation, there is a definite up side to PWK.