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General Tabletop Discussion
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Initiative System (player choice matters) playtest results
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<blockquote data-quote="Lanefan" data-source="post: 7863426" data-attributes="member: 29398"><p>The main problem with pre-declaring actions, and the reason I abandoned the idea ages ago, is that far too often a pre-declared action doesn't make any sense by the time your initiative comes up, because things have significantly changed in the fiction during that time. Depends on the leniency of the DM, of course, as to whether declared actions can be abandoned and-or changed depending on circumstance; but IME it led to more arguments than it was worth.</p><p></p><p>The delays at the declare-actions phase don't often come from individual players/PCs, they IME come from the players trying to plan and co-ordinate their PCs' actions to the nth degree, something they wouldn't have time for on the actual battlefield once combat has begun.</p><p></p><p>Good that you don't insist on pre-declaring targets or moves.</p><p></p><p>I heartily endorse re-rolling every round. That said, I'd look for a way to take Dex out of the equation entirely as Dex as a stat already has too much going for it.</p><p></p><p>One quick way to track durations is for the player whose PC is either affected or who generated that effect to put a d20 on the table set to that number; and also to leave the initiative die on the table. (we all have tons of d20s, right?), and remove the die once it's no longer relevant. That way, anyone can look and ask "what's that 5 there for?".</p><p></p><p>Question: does this system allow for simultaneous initiatives?</p><p></p><p>Second question: does movement take time? If yes, does the movement start on the rolled init or end on it? (one thing that really annoys me about most init systems is that movement resolves almost like a mini-teleport - you were there and now >blip< you're here)</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7863426, member: 29398"] The main problem with pre-declaring actions, and the reason I abandoned the idea ages ago, is that far too often a pre-declared action doesn't make any sense by the time your initiative comes up, because things have significantly changed in the fiction during that time. Depends on the leniency of the DM, of course, as to whether declared actions can be abandoned and-or changed depending on circumstance; but IME it led to more arguments than it was worth. The delays at the declare-actions phase don't often come from individual players/PCs, they IME come from the players trying to plan and co-ordinate their PCs' actions to the nth degree, something they wouldn't have time for on the actual battlefield once combat has begun. Good that you don't insist on pre-declaring targets or moves. I heartily endorse re-rolling every round. That said, I'd look for a way to take Dex out of the equation entirely as Dex as a stat already has too much going for it. One quick way to track durations is for the player whose PC is either affected or who generated that effect to put a d20 on the table set to that number; and also to leave the initiative die on the table. (we all have tons of d20s, right?), and remove the die once it's no longer relevant. That way, anyone can look and ask "what's that 5 there for?". Question: does this system allow for simultaneous initiatives? Second question: does movement take time? If yes, does the movement start on the rolled init or end on it? (one thing that really annoys me about most init systems is that movement resolves almost like a mini-teleport - you were there and now >blip< you're here) [/QUOTE]
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