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<blockquote data-quote="Charlaquin" data-source="post: 9055114" data-attributes="member: 6779196"><p>I messed around with different dice for different actions, but ultimately went with the ones I mentioned for the simple reason that I wanted it to be easy to know what die you need to roll for initiative without having to reference a chart or anything. Players generally know what dice their weapons use, and it’s easy enough to note V, S, and/or M next to your spells on your character sheet. For everything else, it’s always either 1d8, or 1d6 if you’re a halfling or gnome or something. I almost always just roll a monster’s hit die, or occasionally a weapon die.</p><p></p><p>I considered that one too! I like that it would make Intelligence more useful, but it just doesn’t work narratively for me.</p><p></p><p>Yeah, that’s I think how action declaration initiative systems usually work. Personally, I like having ready be the option for if you can’t take your declared action because it prevents non-turns, and you can still use that to dodge, disengage, or move up to your speed (which is functionally like dashing) if you want; doing so just ends up costing your reaction.</p><p></p><p>Technically it also makes it possible to declare a “fast” action and then ready a slower one when your actual turn comes up. But I figure, if you want to use your reaction and risk your ready trigger not coming up, just for a better chance at acting earlier in the round, that’s a valid tactical decision.</p><p></p><p>Yeah, definitely makes combat less predictable, which I like a lot.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9055114, member: 6779196"] I messed around with different dice for different actions, but ultimately went with the ones I mentioned for the simple reason that I wanted it to be easy to know what die you need to roll for initiative without having to reference a chart or anything. Players generally know what dice their weapons use, and it’s easy enough to note V, S, and/or M next to your spells on your character sheet. For everything else, it’s always either 1d8, or 1d6 if you’re a halfling or gnome or something. I almost always just roll a monster’s hit die, or occasionally a weapon die. I considered that one too! I like that it would make Intelligence more useful, but it just doesn’t work narratively for me. Yeah, that’s I think how action declaration initiative systems usually work. Personally, I like having ready be the option for if you can’t take your declared action because it prevents non-turns, and you can still use that to dodge, disengage, or move up to your speed (which is functionally like dashing) if you want; doing so just ends up costing your reaction. Technically it also makes it possible to declare a “fast” action and then ready a slower one when your actual turn comes up. But I figure, if you want to use your reaction and risk your ready trigger not coming up, just for a better chance at acting earlier in the round, that’s a valid tactical decision. Yeah, definitely makes combat less predictable, which I like a lot. [/QUOTE]
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