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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="ad_hoc" data-source="post: 7716048" data-attributes="member: 6748898"><p>There are 2 main things that are affected by this if I recall correctly. Save Ends is fine as it triggers at the end of the enemy's turn. </p><p></p><p>1. Dodge Action - Have it take effect on initiative count 0. Basically, as soon as it is declared. Then it ends at the end of the round. The player still rolls initiative for everything else they're going to do on their turn.</p><p></p><p>2. Stunning Strike - This one is a bit trickier. It is worded in such a way that you cannot stun a creature in consecutive turns. It also means the creature is easier for allies to hit for a full round. What if it ended at the start of the creature's 2nd turn after being stunned or at the end of the next round whichever came sooner? You could also give the creature an initiative penalty on the following turn.</p><p></p><p>Examples: Monk wins initiative. Creature stunned loses action/move round 1. Round 2 creature takes initiative penalty allies get to attack including Monk while creature is still stunned. Creature gets turn and is no longer stunned.</p><p></p><p>Creature wins initiative. Round 2 loses action/move due to stun. End of Round 2 no longer stunned.</p><p></p><p>Alternatively the creature could be stunned for the following round, still taking actions this round. This is simpler but potentially jarring and not as fun. A delayed impact stun could still be cool.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7716048, member: 6748898"] There are 2 main things that are affected by this if I recall correctly. Save Ends is fine as it triggers at the end of the enemy's turn. 1. Dodge Action - Have it take effect on initiative count 0. Basically, as soon as it is declared. Then it ends at the end of the round. The player still rolls initiative for everything else they're going to do on their turn. 2. Stunning Strike - This one is a bit trickier. It is worded in such a way that you cannot stun a creature in consecutive turns. It also means the creature is easier for allies to hit for a full round. What if it ended at the start of the creature's 2nd turn after being stunned or at the end of the next round whichever came sooner? You could also give the creature an initiative penalty on the following turn. Examples: Monk wins initiative. Creature stunned loses action/move round 1. Round 2 creature takes initiative penalty allies get to attack including Monk while creature is still stunned. Creature gets turn and is no longer stunned. Creature wins initiative. Round 2 loses action/move due to stun. End of Round 2 no longer stunned. Alternatively the creature could be stunned for the following round, still taking actions this round. This is simpler but potentially jarring and not as fun. A delayed impact stun could still be cool. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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