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AD&D weapon speed vs 5e turn based combat?
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<blockquote data-quote="Mannahnin" data-source="post: 8553182" data-attributes="member: 7026594"><p>I am not addressing (in this thread, so far) how it would work with 5E. This is TTRPGs General, right? As we're all aware, spell and effect durations in 5E are written with its individual initiative system in mind, so implementing group initiative in that game necessitates much broader changes.</p><p></p><p>If you don't see it, you don't see it, I guess. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p>Whether side based initiative is <em>faster</em>... I would tend to say that the fastest system is just going around the table. One I've seen implemented is to roll side-based initiative at the start of combat, then just go around the table in the same order all fight. My system definitely involves some kibbitzing and debating at times, but it's generally all in one discussion on any given round, rather than there being debates and discussion about optimal strategy on each PC's turn, as sometimes happens with sequential individual initiative, at least with some groups.</p><p></p><p>Whether it's more <em>realistic</em>... I suppose it kind of depends what you're trying to simulate. If you want to give some fog of war and confusion and simulate some of the lack of perfect information you see in real combat, and in some fiction, requiring action declarations at the start of the round can definitely give you some of that.</p><p></p><p>I don't think letting my players coordinate their turns and take them in whatever order they like 5 rounds out of 6 is particularly realistic, but I think it's generally in service to fun and to letting their characters act in a heroic and coordinated manner, with good teamwork, and most of the time it runs pretty fast.</p><p></p><p></p><p></p><p>Generally this is true of the 5 Torches Deep & B/X mashup I run, as well. Though I do sometimes have a lot of enemies in play.</p><p></p><p>Speaking of Mork Borg, that reminds me of something I almost brought up in my prior post. Making the players roll defense instead of rolling attacks against them is another great way to help maintain player attention/engagement. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8553182, member: 7026594"] I am not addressing (in this thread, so far) how it would work with 5E. This is TTRPGs General, right? As we're all aware, spell and effect durations in 5E are written with its individual initiative system in mind, so implementing group initiative in that game necessitates much broader changes. If you don't see it, you don't see it, I guess. 🤷♂️ Whether side based initiative is [I]faster[/I]... I would tend to say that the fastest system is just going around the table. One I've seen implemented is to roll side-based initiative at the start of combat, then just go around the table in the same order all fight. My system definitely involves some kibbitzing and debating at times, but it's generally all in one discussion on any given round, rather than there being debates and discussion about optimal strategy on each PC's turn, as sometimes happens with sequential individual initiative, at least with some groups. Whether it's more [I]realistic[/I]... I suppose it kind of depends what you're trying to simulate. If you want to give some fog of war and confusion and simulate some of the lack of perfect information you see in real combat, and in some fiction, requiring action declarations at the start of the round can definitely give you some of that. I don't think letting my players coordinate their turns and take them in whatever order they like 5 rounds out of 6 is particularly realistic, but I think it's generally in service to fun and to letting their characters act in a heroic and coordinated manner, with good teamwork, and most of the time it runs pretty fast. Generally this is true of the 5 Torches Deep & B/X mashup I run, as well. Though I do sometimes have a lot of enemies in play. Speaking of Mork Borg, that reminds me of something I almost brought up in my prior post. Making the players roll defense instead of rolling attacks against them is another great way to help maintain player attention/engagement. :) [/QUOTE]
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