Flexor the Mighty!
18/100 Strength!
We just all roll, and the group that beat the monsters goes, then the bad guys, then the rest of the party. We don't track order in those groups.
The Greyhawk Initiative here. http://dnd.wizards.com/articles/unearthed-arcana/greyhawk-initiative
You're absolutely correct - as long you willfully ignore the the other half of the equation that was already pointed out.
It also has a duration of 1 round. Spell effects don't last past the end of their duration. When Fear ends, you don't keep running. When Command ends, you don't take the action.
Also, duration is not the only effect that lasts until the start (or end) of your next turn, so even if this particular case is wrong it doesn't matter.
If you read what I wrote, the rationalizing was about where you were equating only losing part of your spell being the same as getting your full spell. I don't see that addressed so the comment about rationalizing still stands.
Ah yes, the "your point doesn't agree with what I'm saying, so feel free not to use it for your group". That's a fine and true statement, almost goes without saying. But doesn't invalidate the points being made.
We just all roll, and the group that beat the monsters goes, then the bad guys, then the rest of the party. We don't track order in those groups.
I don't know what I hate more: How needlessly complicated it is, how it reintroduces weapon speed and still doesn't try to fix the weapon reach problem (i.e., bigger weapons are always slower regardless of other characteristics), or how it uses Greyhawk in the name for no reason.
I mean, it's better than ADDICT, but I cannot fathom actually using either system in actual play.
This is what I do. Rolling every round.
It makes having a good initiative matter while also adding the chaos of changing initiative.
What I want is combat to feel like a group acting.. When you have side initiative (or something like this) you have more of a team feel. I want players figuring out how to work together and I don’t mind some meta-level tactical discussion during combat.
Individual initiative always felt to me like it promoted more of a “it’s my turn to be awesome” feel.
I thought about trying popcorn initiative, but I can’t imagjne how much time would be lost deciding who to pass to... my players would agonize over every hand off.
The Greyhawk Initiative here. http://dnd.wizards.com/articles/unearthed-arcana/greyhawk-initiative