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<blockquote data-quote="Don Durito" data-source="post: 7890067" data-attributes="member: 6687260"><p>I thought Greyhawk initiative was a great idea - but doesn't really mesh very well with 5E as written.  It needs a system that doesn't have bonus actions, multiple attacks, and durations that specifically last a round.</p><p></p><p>It would be interesting to build a simplified hack around it however, along the lines of 5 Torches Deep.  Remove class features that don't interact with it well and add some that do.  Eg Instead of giving a Figher an extra attack on their turn you may say they get to make an extra melee attack at the end of the round if they finished the round engaged with an opponent.</p><p></p><p>The potential is there to, by putting more tactical complexity into initiative, move it out of other areas - and make individual turns resolve a lot faster - so that players spend more time actually involved in what's happening and less time waiting for their turn to come around again.  Also if you do this, then other aspects of the system that may feel lacking, such as a lack of tactical options for martial characters, become less of a thing.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7890067, member: 6687260"] I thought Greyhawk initiative was a great idea - but doesn't really mesh very well with 5E as written. It needs a system that doesn't have bonus actions, multiple attacks, and durations that specifically last a round. It would be interesting to build a simplified hack around it however, along the lines of 5 Torches Deep. Remove class features that don't interact with it well and add some that do. Eg Instead of giving a Figher an extra attack on their turn you may say they get to make an extra melee attack at the end of the round if they finished the round engaged with an opponent. The potential is there to, by putting more tactical complexity into initiative, move it out of other areas - and make individual turns resolve a lot faster - so that players spend more time actually involved in what's happening and less time waiting for their turn to come around again. Also if you do this, then other aspects of the system that may feel lacking, such as a lack of tactical options for martial characters, become less of a thing. [/QUOTE]
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