DraQ
Arcane
Let's see AD&D 2nd Edition Player's Handbook on page 122:
Now let's see how two game engines - the GoldBoxes and the infinity engine - handle this. In GoldBoxes, initiative is rolled and THEN characters move, cast spells, or attack. This clearly swaps 2 and 3 phases of a combat round. On the other hand, in the Infinity Engine, you direct your characters, and THEN actions happen according to their initiative. The conclusion: Infinity Engine games do a better job implementing AD&D 2nd Edition rules than GoldBoxes. Real-time combat clearly is more in accord with the combat sequence quoted above than turn-based combat.The Combat Sequence
<...> These steps are:
- The DM decides what actions the monsters or NPCs will take, including casting spells (if any).
- The players indicate what their characters will do, including casting spells (if any).
- Initiative is determined.
- Attacks are made in order of initiative.
It is not. For starters I don't think roll for initiative is even involved in IE games, only modifiers, so it's already qualitatively different from base rules. Then there is the issue of turns being asynchronous in IE which is again different from D&D AFAIK. Finally, movement is unrestricted by initiative or turn succession.
OTOH from mechanical point of view the relative order of 2. and 3. makes no difference, because within the context of the mechanics neither affects the other and both are needed for 4. The difference exists in metagame layer as swapping 2. and 3. allows player to act upon information he shouldn't have, but it's still much closer to the original than IE implementation, and, if IE allows for no initiative roll, the uncertainty is removed even more radically in IE.
In any case, this discussion cannot continue until you GTFO, play Wizardry 8, meditate on general idea of phase based combat that is close to the ideal implementation of TB in a cRPG while also being the closest to PnP D&D rules when it comes to initiative, then come back with your insights.
As in Knights of the Chalice, when your mage gets a turn, you pinpoint the fireball precisely to hurt only enemies and do your devastating click. In the Infinity Engine, you must evaluate enemy movement while your mage is casting and aim optimally as not to hurt your characters. The later is an obviously more challenging and realistic combat mechanic.
Really? BG allows you to move your party out of the way before the fireball is already cast and leading the enemy with it isn't terribly hard either. Besides, again, phase based system accomplishes all that without ceasing being TB.