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*Dungeons & Dragons
Initiative options?
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<blockquote data-quote="Shiroiken" data-source="post: 7566436" data-attributes="member: 6775477"><p>The only way to really make initiative meaningful will make it more complicated, which may not be worth the trade off. My suggestion would be to have everyone declare their action at the start of each round (in basic terms, such as Attack, Cast a Spell, Dodge, etc.), then roll initiative, resolving each turn in initiative order. Characters can move however they want, and take bonus actions as they see fit, but their Action must be completed if possible (may be aborted if impossible). Characters get 1 reaction each round, regardless of where they are in the turn order, making it possible for 2 reactions between turns. Spell duration becomes tricky, and can either be set to the end of the current or next round (next round makes spells slightly better with high initiative, allowing longer effects, current round makes spells worse with low initiative). An alternate that might be harder, but more accurate, would be to list the initiative number the effect should end on (a spell that ends after the target's next turn would end after the target's current initaitive count, for example).</p><p></p><p></p><p>Interesting. It's similar to AEG's system for Legend of the Five Rings (at least the earlier editions). Each round everyone rolls initiative, but the lowest declares their action intent first. Later characters can adapt to it by choosing a different action. After the highest declares, they resolve their action first, followed by the next highest, etc.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7566436, member: 6775477"] The only way to really make initiative meaningful will make it more complicated, which may not be worth the trade off. My suggestion would be to have everyone declare their action at the start of each round (in basic terms, such as Attack, Cast a Spell, Dodge, etc.), then roll initiative, resolving each turn in initiative order. Characters can move however they want, and take bonus actions as they see fit, but their Action must be completed if possible (may be aborted if impossible). Characters get 1 reaction each round, regardless of where they are in the turn order, making it possible for 2 reactions between turns. Spell duration becomes tricky, and can either be set to the end of the current or next round (next round makes spells slightly better with high initiative, allowing longer effects, current round makes spells worse with low initiative). An alternate that might be harder, but more accurate, would be to list the initiative number the effect should end on (a spell that ends after the target's next turn would end after the target's current initaitive count, for example). Interesting. It's similar to AEG's system for Legend of the Five Rings (at least the earlier editions). Each round everyone rolls initiative, but the lowest declares their action intent first. Later characters can adapt to it by choosing a different action. After the highest declares, they resolve their action first, followed by the next highest, etc. [/QUOTE]
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