QUOTE (Kagetenshi @ Feb 2 2008, 10:15 PM)
(Of course, the whole "unique mechanic" argument is very, very dangerous, because it feels really compelling, and then you do things like look at how initiative is calculated, or how scatter is done, or any of the significant numbers of unique mechanics that are pretty good as they are and would most likely only be made worse by the removal of their uniqueness and it becomes obvious that some other argument other than "we don't do this for anything else" needs to exist.)
"Unique mechanic" only feels compelling to the lazy and the masochists, IMO.
Take Grenade Scatter, for example. Now, it may well be that we can (maybe even
should) incorporate that into the Success Test. But since we don't want to put the work in, we'll just leave it like it is. That's the lazy argument, and it's not one I find very compelling, and so I won't be making it very often. I'm the kind of person who gets very obsessed with minutiae, and I don't like settling for an imperfect solution. Deviating from the core mechanics for any reason is an imperfect solution, and so it takes a very compelling reason to keep such a deviation.
The other reason to keep it is because you enjoy memorizing a dozen "unique mechanics" that somehow make you feel superior to the riff-raff who aren't as obsessed as you are, and just want to play a game. I don't like making this argument either, and for basically the same reason. I
am the kind of person who gets very obsessed with minutiae, and I recognize that most others are not like me; many people just want to play a game. And that's really not a bad thing. Game rules should be built around playability, and the core of playability is being able to actually use the rules. Having to look up the "unique mechanic"-
du jour is more like
anti-playabilityThe only time I really feel comfortable making either of these arguments in with Initiative. The reason is not for either of the two reasons above, but because of what I call the "sacred cow" defense: people have been using the rule for a long time, and are actively resistant to changing it. This reason I find compelling not because it is impossible to think of a better one--I've already come up with a Success Test-based Initiative mechanic, in fact--nor because the uniqueness of the mechanic somehow feels special. It's a matter of pure pragmatism; if we changed Initiative, it may turn some people off to the game, and I don't want to do that. That's the reason I'm dropping the idea to change the Rule of Six, and it's really the only reason I'd be willing to accept to drop the idea of Open Tests.