Quote from: SparkletwistSaying something is an argument in favor of something doesn't make it true. The entire point of a round-based initiative system could be being able to have a re-starting point for rolling initiative in combat, that's probably why they are also called combat rounds. And those sub-ticks you don't like were called segments in many games. Like D&D. So we really aren't introducing anything 'weird'. Funny that EE and I were just talking about it a few pages ago.Quote from: LordVreegThe entire point of using a round-based initiative system is seriously to be able to abstract things to one round. If you have to worry about sub-ticks of a round then you've got a weird hybrid system and you seriously might as well save yourself the headache and use a continuous initiative system. More generally speaking, advocating eliminating various complex problems by making the modules more similar isn't actually an argument in favor of modularity, it's an argument in favor of a single official way of doing things.
You can use the same speed stat for weapons and spells and actions, and the same duration stat as well, as long as you don't say things like "go first every round". If a spell's duration is 10 seconds+ 2-16 seconds, it may last 21 seconds. In a continuous system, that's 21 ticks. In a round based system with 20 seconds per round, that means it lasts until the first tick of the second round (based on whatever tick it was cast in). Just don't make stupid mistakes like abstracting things to 'One Round'.
And in terms of the cost/benefit of modularity, I've mentioned that there is a shrinkage of the possibilities if one is to gain the benefits of modularity already. Because there are benefits and drawbacks to the idea. That's a conversation, just restating the 'cost' side of the equation in every paragraph is not an argument in favor of anything. I completely agree that in some cases, making a game modular could have a cost in terms of options for the upgraded rules. There are just advantages as well.
Quote from: SparkletwistAgain, restating your opinion and then claiming that proves your point does little, save maybe the opposite. Nor is stating an opinion any more substantial, since you were worrying about that.Quote from: LordVreegSaying "design them to work" is a nice idea but it has no substance behind it. Getting down to substance, you say "designed to work" but then suggest a modular initiative system featuring a round-based initiative system that's just a clunky continuous initiative system in disguise. It's an obviously inferior module, because it tries way too hard to seamlessly integrate itself into a set of stats and game assumptions designed around a continuous initiative system, thus losing most of the simplicity or abstraction that round-based initiative is actually good for. Essentially, your example has proven my point.
If you make one of the overriding design principles that the advanced modules do bolt on as independently as possible, you *DO* shrink your possibility horizon, but with the benefit of a modular system. You don't expect them to work, you design them to work.
IN actuality, as opposed to vacuous opinion, I was able to use the speeds by segment of spells in AD&D and the speed factors of the weapons found there to create my first version of the continuous system I am talking about. Go pick up the AD&D rulebook, you'll find those stats there. And somehow, me being able to able to use those numbers in a continuous system did not infringe on AD&D being a completely round-based system. If you want to say AD&D is not round based, or is clunky or inferior, please, be my guest. Opinions are, as above, matter of course and welcome.
I've done this exact thing before, taking a round-based system and bolted the continuous advanced module to it without making AD&D a clunky continuous initiative system in disguise. The 'substance' behind my design principles is actuality. (and hey, it might not have been perfect, which is why I kept improving them, and used it later in my own systems. But the origin of my continuous system was bolting it right onto AD&D using the casting time and weapon speeds)
Quote from: SparkletwistYou're right in the comment above, but that was not the comparison in discussion. (are those goalposts heavy?)Quote from: LordVreegNo, having one unified official rule set helps people speak the same game language
It also allows a company or a licensee to write an adventure or setting piece, and refer back to official modular (official) rules. It is better for tourney play, and in the world of online gaming, it better allows people from different areas to speak the same game language.
You left this out, let me help you.
Quote from: VreegWhich is one of the reasons I went with the Modular system vs a HackHelperThe comparison was One unified system+ hacking guide vs. base system+ modular bolt-ons. Both ideals have a single base ruleset, so at that level there is a common language if everyone agrees, in tourney play, in writing an adventure or playing online, to go with the basic rules only. No advantage in terms of a Lingua Franca for basic rules.
The advantage of the modular part in this venue is that a person running a game can post that they are using X upgrade rules from the Social Advanced module in the game, and everyone can refer to the same rules. A system allowing for the creation of houserules in one basement of one town will cause more confusion vs published optional rules that are available to every one.
Now, the Hacking Guide is more creative and has different advantages, but the marketing/designer side of me does not see these as mutually exclusive. In fact, the Hacking Guide could explain the design process of how the base rules were gotten to and how the bolt-ons are created. One does not preclude the other. Ooops. Steerpike said it already.
Quote from: SteepikePersonally I'd like to see both - a bunch of pre-fab, playtested variants where you combine various individual variant rules (so, like, the "Old School" mod of 5E would have XP awarded for gold, d6+bonuses Initiative, Death at 0, and random attribute generation, for example) and suggestions for house-ruling and other DIY stuff, with the former providing models or examples so that enterprising DMs can see what a heavily customized version of the game might look like.yeah, this is a different way to say the exact same thing.
Later, gang.