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<blockquote data-quote="Lanefan" data-source="post: 7165027" data-attributes="member: 29398"><p>A few thoughts:</p><p></p><p>1. Instead of having movement be just a die roll (which still leaves "mini-teleport" movement), why not just have it take 1 segment to get started and then be 1 more segment per x-distance moved? I say x-distance rather than a set number of feet because in an open field situation one will be able to move much farther in a given time than in a tight crowded passage. This also tells the DM where you're going to be when while you are moving on a seg.-by-seg. basis in case you run into something like a spell's area, or draw an AoO, or whatever.</p><p></p><p>2. Multiple attacks really should get separate initiatives. A simple way to do this would be to just roll as normal (so, d8 for melee) twice, and have the attacks happen then - one on a 2, say, and one on a 6. Maybe add in that the rolls cannot be the same; reroll one if they are.</p><p></p><p>3. To tone down the Ranged stuff a bit - sure they can be fast on the initiative but there need to be much more severe penalties for shooting into melee, and even more severe penalties for shooting <strong>while</strong> in melee.</p><p></p><p>4. I'd tweak the caster roll to be d6 + spell level; and have it interruptable (and the caster lose all Dex bonus to AC) between the original initiative roll and resolution. Example: caster wants to chuck a fireball, 3rd-level spell. She rolls 2 on her initiative, so that's when she starts casting; to resolve on a 5. If she's attacked on a 1 she gets her full defenses. On 2-4 she doesn't, as she's concentrating on her spell and the handwaving required. On 5 she resolves, after which she's back to normal again till next round. And if she's interrupted - well, that's where the wild magic table comes in handy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>5. For simplicity's sake I'd put in a blanket rule that spells always resolve at the [start/end, pick one] of the segment, to avoid headaches around - for example - whether the fireballed goblins acting on a 5 got their shots away or not.</p><p></p><p>6. To avoid or at least mitigate Delay abuses, put a randomizer - say, d3 - into how quickly a delayed action can happen after its trigger occurs. And if you delay until after the last action taken* in a round (because your triggering action didn't happen) you've delayed right off the round's end and can roll afresh for next round.</p><p>* - unless that last action is what you specified at declaration as your triggering action, in which case you go next.</p><p></p><p>Lan-"there's simpler ways to do this, but Mearls is certainly on the right track"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7165027, member: 29398"] A few thoughts: 1. Instead of having movement be just a die roll (which still leaves "mini-teleport" movement), why not just have it take 1 segment to get started and then be 1 more segment per x-distance moved? I say x-distance rather than a set number of feet because in an open field situation one will be able to move much farther in a given time than in a tight crowded passage. This also tells the DM where you're going to be when while you are moving on a seg.-by-seg. basis in case you run into something like a spell's area, or draw an AoO, or whatever. 2. Multiple attacks really should get separate initiatives. A simple way to do this would be to just roll as normal (so, d8 for melee) twice, and have the attacks happen then - one on a 2, say, and one on a 6. Maybe add in that the rolls cannot be the same; reroll one if they are. 3. To tone down the Ranged stuff a bit - sure they can be fast on the initiative but there need to be much more severe penalties for shooting into melee, and even more severe penalties for shooting [B]while[/B] in melee. 4. I'd tweak the caster roll to be d6 + spell level; and have it interruptable (and the caster lose all Dex bonus to AC) between the original initiative roll and resolution. Example: caster wants to chuck a fireball, 3rd-level spell. She rolls 2 on her initiative, so that's when she starts casting; to resolve on a 5. If she's attacked on a 1 she gets her full defenses. On 2-4 she doesn't, as she's concentrating on her spell and the handwaving required. On 5 she resolves, after which she's back to normal again till next round. And if she's interrupted - well, that's where the wild magic table comes in handy. :) 5. For simplicity's sake I'd put in a blanket rule that spells always resolve at the [start/end, pick one] of the segment, to avoid headaches around - for example - whether the fireballed goblins acting on a 5 got their shots away or not. 6. To avoid or at least mitigate Delay abuses, put a randomizer - say, d3 - into how quickly a delayed action can happen after its trigger occurs. And if you delay until after the last action taken* in a round (because your triggering action didn't happen) you've delayed right off the round's end and can roll afresh for next round. * - unless that last action is what you specified at declaration as your triggering action, in which case you go next. Lan-"there's simpler ways to do this, but Mearls is certainly on the right track"-efan [/QUOTE]
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