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Alternate Initiative Rules
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<blockquote data-quote="JeffB" data-source="post: 7880267" data-attributes="member: 518"><p>*disclaimer- I hate D&D cyclic initiative with a passion, and prescribe to either NO initiative (ala DW) or d6 for each side, high roll wins, roll each round for Old School gaming.</p><p></p><p>The best cyclic initiative , IME, is the one from FFG star wars, where the characters roll, and lock in slots for the party, and the gm locks in slot/s for opponents. Then players/GM decide based on the fiction /gameplay/tactics who goes when on each slot available to them. Some characters can go twice in a row and some may not go at all if they are in a situation where letting others handle the issue at hand is best.</p><p></p><p>Others I like</p><p>Black Hack-any player who rolls under DEX goes before the opposition. No rolling for opposition.</p><p></p><p>Tried Mearls' variant- I like. Players did not (of course not- players hate systems that make things harder for them- especially spellcasters)</p></blockquote><p></p>
[QUOTE="JeffB, post: 7880267, member: 518"] *disclaimer- I hate D&D cyclic initiative with a passion, and prescribe to either NO initiative (ala DW) or d6 for each side, high roll wins, roll each round for Old School gaming. The best cyclic initiative , IME, is the one from FFG star wars, where the characters roll, and lock in slots for the party, and the gm locks in slot/s for opponents. Then players/GM decide based on the fiction /gameplay/tactics who goes when on each slot available to them. Some characters can go twice in a row and some may not go at all if they are in a situation where letting others handle the issue at hand is best. Others I like Black Hack-any player who rolls under DEX goes before the opposition. No rolling for opposition. Tried Mearls' variant- I like. Players did not (of course not- players hate systems that make things harder for them- especially spellcasters) [/QUOTE]
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