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5/30 Q&A: Charm, Chases, and Combat Free
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<blockquote data-quote="Iosue" data-source="post: 6140418" data-attributes="member: 6680772"><p>In my opinion, Classic D&D does it best. Group initiative with a Combat Sequence - basically a tick system.</p><p></p><p>Here's how it works for those who haven't played Classic D&D. First, defensive movement and magic spells cast are declared. All sides roll d6. High roll wins and goes through combat sequence first, ties go simultaneously.</p><p></p><p>The Combat Sequence goes:</p><p>1. Morale</p><p>2. Movement</p><p>3. Missile Fire</p><p>4. Magic</p><p>5. Melee</p><p></p><p>For PCs, that's four lines, no waiting. The way it plays is, the DM says, "Any defensive movement?" (Cries of yes or no.) "Any spells?" (Cries of yes or no.) DM and a player roll initiative. When the players go, the DM says "Any movement?" and they either move their pieces, or describe their movement quickly in turn. Next step, "Any missile fire?" Players firing missiles make their rolls here. Then if someone said they were doing magic, their spell goes next. Finally, characters in hand to hand roll their attack rolls. Waiting time is minimal, so there's no time to get bored. At the same time, a side winning (or losing) initiative twice in a row adds to the ebb and flow of the battle. Anticipation hangs on every new initiative roll. We go through a whole round in 1 minute, maybe 2.</p><p></p><p>I think 2e's initiative system is elegant as far as it goes, but indeed if you need to recalculate one's initiative roll every round, cyclical initiative may just be quicker and easier. That said, <a href="https://www.wizards.com/dnd/Article.aspx?x=dnd/4ro3/20111128" target="_blank">here</a>'s an old Rule-of-Three where Rich Baker discusses initiative:</p><p></p><p></p><p>IMO, Baker's criticism of 2e's system doesn't really apply to Classic's Combat Sequence system. The only intentions that need to be declared are defensive movement and spells. There are opportunities within the sequence to react and change plans. The Combat Sequence maintains balance and orderliness while giving everyone a chance to act. I wish that B/X's influence on Next extended to initiative, but as Baker notes, WotC has a pretty broad player base of 4e players and a broad potential base of 3e players who are used to cyclical initiative. Maybe we can get a sidebar or something.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6140418, member: 6680772"] In my opinion, Classic D&D does it best. Group initiative with a Combat Sequence - basically a tick system. Here's how it works for those who haven't played Classic D&D. First, defensive movement and magic spells cast are declared. All sides roll d6. High roll wins and goes through combat sequence first, ties go simultaneously. The Combat Sequence goes: 1. Morale 2. Movement 3. Missile Fire 4. Magic 5. Melee For PCs, that's four lines, no waiting. The way it plays is, the DM says, "Any defensive movement?" (Cries of yes or no.) "Any spells?" (Cries of yes or no.) DM and a player roll initiative. When the players go, the DM says "Any movement?" and they either move their pieces, or describe their movement quickly in turn. Next step, "Any missile fire?" Players firing missiles make their rolls here. Then if someone said they were doing magic, their spell goes next. Finally, characters in hand to hand roll their attack rolls. Waiting time is minimal, so there's no time to get bored. At the same time, a side winning (or losing) initiative twice in a row adds to the ebb and flow of the battle. Anticipation hangs on every new initiative roll. We go through a whole round in 1 minute, maybe 2. I think 2e's initiative system is elegant as far as it goes, but indeed if you need to recalculate one's initiative roll every round, cyclical initiative may just be quicker and easier. That said, [URL="https://www.wizards.com/dnd/Article.aspx?x=dnd/4ro3/20111128"]here[/URL]'s an old Rule-of-Three where Rich Baker discusses initiative: IMO, Baker's criticism of 2e's system doesn't really apply to Classic's Combat Sequence system. The only intentions that need to be declared are defensive movement and spells. There are opportunities within the sequence to react and change plans. The Combat Sequence maintains balance and orderliness while giving everyone a chance to act. I wish that B/X's influence on Next extended to initiative, but as Baker notes, WotC has a pretty broad player base of 4e players and a broad potential base of 3e players who are used to cyclical initiative. Maybe we can get a sidebar or something. [/QUOTE]
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