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please critique: Chrono Trigger style Initiative mechanic
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<blockquote data-quote="TallIan" data-source="post: 7135530" data-attributes="member: 6853819"><p>This strikes me as very fiddly, each player having to roll a die and keep track of his initiative score six times a turn (as it stands RAW). This may keep the players attention, but not necessarily on something fun.</p><p></p><p>Secondly you would have to seriously rebalance DEX based characters. DEX 20, gets 25% more turns than a DEX 10. So something like a rogue, where DEX is already their primary stat are gaining a <strong>lot</strong>, any character that incorporates DEX as a secondary stat but is otherwise SAD (eg wizards, sorcerers and warlocks) also benefit disproportionally from your system. MAD character, where DEX is not included in their essential abilities (eg Paladins, STR fighters) are going to be at a <strong>significant</strong> disadvantage. The game isn't really built around fast light attacks vs slow hard hitting attacks, it strikes a happy medium.</p><p></p><p>You would have to look at a greater than 25% damage increase per hit for STR builds, as they tend to be melee and their secondary ranged attacks are less effective than a DEX melee, to balance this I think.</p><p></p><p>In almost every system I play, where initiative is rolled at the start of combat and sets the order for duration, I find that the system very easily converts to rolling initiative each round. This does add a little faff between rounds, but the variations in turn order helps keep players attention and offers some tactical variation.</p><p>eg:</p><p>Frank the fighter with +0 initiative rolls 20 this round, while Rodney the rogue with +5 rolled a 1, for 6 initiative.</p><p>Franks goes, knowing that Rodney goes next and will likely go again before Frank. So Frank takes a defensive action hoping to minimise two of Rodney's actions. Rodney is left with the choice of two less effective actions vs Fred or ignoring Fred and doing something else.</p></blockquote><p></p>
[QUOTE="TallIan, post: 7135530, member: 6853819"] This strikes me as very fiddly, each player having to roll a die and keep track of his initiative score six times a turn (as it stands RAW). This may keep the players attention, but not necessarily on something fun. Secondly you would have to seriously rebalance DEX based characters. DEX 20, gets 25% more turns than a DEX 10. So something like a rogue, where DEX is already their primary stat are gaining a [B]lot[/B], any character that incorporates DEX as a secondary stat but is otherwise SAD (eg wizards, sorcerers and warlocks) also benefit disproportionally from your system. MAD character, where DEX is not included in their essential abilities (eg Paladins, STR fighters) are going to be at a [B]significant[/B] disadvantage. The game isn't really built around fast light attacks vs slow hard hitting attacks, it strikes a happy medium. You would have to look at a greater than 25% damage increase per hit for STR builds, as they tend to be melee and their secondary ranged attacks are less effective than a DEX melee, to balance this I think. In almost every system I play, where initiative is rolled at the start of combat and sets the order for duration, I find that the system very easily converts to rolling initiative each round. This does add a little faff between rounds, but the variations in turn order helps keep players attention and offers some tactical variation. eg: Frank the fighter with +0 initiative rolls 20 this round, while Rodney the rogue with +5 rolled a 1, for 6 initiative. Franks goes, knowing that Rodney goes next and will likely go again before Frank. So Frank takes a defensive action hoping to minimise two of Rodney's actions. Rodney is left with the choice of two less effective actions vs Fred or ignoring Fred and doing something else. [/QUOTE]
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please critique: Chrono Trigger style Initiative mechanic
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