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*Dungeons & Dragons
Alternative Initiative System
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<blockquote data-quote="Traxe" data-source="post: 6803678" data-attributes="member: 6811640"><p>One of the problems I have with the current D&D initiative system is that it is very static. The first round of combat is fantastic as PCs scramble, dodge, weave, jump, charge, and generally thrust themselves into action. The 2nd round of combat and subsequent rounds of combat are very linear and predictable. The BBEG goes on initiative 10 (or after Thungut the elven barbarian) and the PCs plan their actions based on that very metagame information.</p><p></p><p>Thus, I'd like to shake things up a bit and make each round of combat a lot more dynamic, chaotic, and unpredictable. One of the ideas that I wanted to incorporate was rolling initiative each round. However, that is very cumbersome, time extensive, and takes away from the fluidity of combat. So I think I came up with a system that accomplishes what I want without being too aggressive towards time and combat simulation. </p><p></p><p>Materials needed: 1 standard deck of cards.</p><p></p><ol> <li data-xf-list-type="ol">Assign each player a single card (do not use the Jokers)</li> <li data-xf-list-type="ol">Assign each player an additional instance of their card for each +2 initiative they possess. (For example, the rogue is assigned the Aces card. The rogue has a total of +6 initiative. Therefore the rogue is assigned three additional aces (6/2 = 3) for a total of four aces.)</li> <li data-xf-list-type="ol">DM employs the same instructions to the NPCs, enemies, etc.</li> <li data-xf-list-type="ol">Remove any cards not used.</li> <li data-xf-list-type="ol">Shuffle cards.</li> <li data-xf-list-type="ol">Start Combat round and draw a card. The PC/NPC that card is assigned to performs their actions. Repeat until all cards from the deck are gone.</li> <li data-xf-list-type="ol">End of Combat round, reshuffle deck and repeat Step 6.</li> </ol><p></p><p>Players that have multiple cards act only on their first card drawn. Any subsequent cards drawn for that player are discarded when they are drawn.</p><p></p><p>Optional Rule (not too sure how this would actually play out in game):</p><ul> <li data-xf-list-type="ul">Each card represents a single action/attack (not including special actions).<ul> <li data-xf-list-type="ul">Assigned cards would equal: 1 + (Initiative modifier/2) + (number of actions/attacks).</li> </ul></li> <li data-xf-list-type="ul">PCs/NPCs would perform a single action when their card comes up, and would have to wait until their next card comes up to perform any additional actions/attacks (not including special actions)</li> </ul><p></p><p>The advantages to this system (not including the optional rule):</p><ul> <li data-xf-list-type="ul">Other than the first round of combat, it removes initiative calculation, waiting on players to roll, trying to determine the new order of initiative, etc.</li> <li data-xf-list-type="ul">Easily adaptable for small or large parties.</li> <li data-xf-list-type="ul">Once the initial PC deck is made it can be used over and over again without recalibrating the number of cards available for each player.</li> <li data-xf-list-type="ul">Makes each round dynamic and different from the first round, providing PCs (and DMs) with an element of uncertainty in combat.</li> <li data-xf-list-type="ul">Characters with a Dex penalty do not suffer the "penalty" in initiative.</li> <li data-xf-list-type="ul">Characters with an initiative bonus still benefit from said bonus (in having the chance to have their initiative card appear sooner rather than later).</li> <li data-xf-list-type="ul">Still random.</li> <li data-xf-list-type="ul">Quick to implement for each round.</li> </ul><p></p><p>The disadvantages to this system:</p><ul> <li data-xf-list-type="ul">New initiative each round still adds to the length of combat.</li> <li data-xf-list-type="ul">Characters with a Dex penalty do not suffer the "penalty" in initiative.</li> <li data-xf-list-type="ul">It may become bloated with PCs/NPCs that have a high initiative bonus.</li> </ul><p></p><p>Furthermore, this is easily implemented via Excel for those that prefer digital management. To implement in excel:</p><ol> <li data-xf-list-type="ol">Create two columns - column A labeled PC/NPC, column B labeled Random.</li> <li data-xf-list-type="ol">Write the PC/NPC in column A each time they would have an initiative card. (For example, the rogue from earlier who had 4 initiative cards would have their name written down four times).</li> <li data-xf-list-type="ol">In column B next to each PC/NPC name entered you would enter: =RAND()</li> <li data-xf-list-type="ol">Verify each PC/NPC name has the formula from Step 3 next to it.</li> <li data-xf-list-type="ol">Highlight column A and column B</li> <li data-xf-list-type="ol">Select Sort</li> <li data-xf-list-type="ol">Select the check box "my data has headers"</li> <li data-xf-list-type="ol">Sort By Column B, Order smallest to largest</li> <li data-xf-list-type="ol">Start combat round, going from the top of Column A in the order they were sorted.</li> <li data-xf-list-type="ol">To start another combat round just enter "x" in any blank cell (this makes the RAND() function generate new random numbers) and repeat Step 6-8. (I recommend making a "Sort" macro).</li> </ol><p></p><p>Result: you have a list of PC/NPC names that have been ordered in a completely random method based on their initiative.</p><p></p><p>I'll be testing this out with my group this weekend. At some point I'll probably be testing out the Optional Rule as well. Thoughts/comments/critiques welcome.</p></blockquote><p></p>
[QUOTE="Traxe, post: 6803678, member: 6811640"] One of the problems I have with the current D&D initiative system is that it is very static. The first round of combat is fantastic as PCs scramble, dodge, weave, jump, charge, and generally thrust themselves into action. The 2nd round of combat and subsequent rounds of combat are very linear and predictable. The BBEG goes on initiative 10 (or after Thungut the elven barbarian) and the PCs plan their actions based on that very metagame information. Thus, I'd like to shake things up a bit and make each round of combat a lot more dynamic, chaotic, and unpredictable. One of the ideas that I wanted to incorporate was rolling initiative each round. However, that is very cumbersome, time extensive, and takes away from the fluidity of combat. So I think I came up with a system that accomplishes what I want without being too aggressive towards time and combat simulation. Materials needed: 1 standard deck of cards. [LIST=1] [*]Assign each player a single card (do not use the Jokers) [*]Assign each player an additional instance of their card for each +2 initiative they possess. (For example, the rogue is assigned the Aces card. The rogue has a total of +6 initiative. Therefore the rogue is assigned three additional aces (6/2 = 3) for a total of four aces.) [*]DM employs the same instructions to the NPCs, enemies, etc. [*]Remove any cards not used. [*]Shuffle cards. [*]Start Combat round and draw a card. The PC/NPC that card is assigned to performs their actions. Repeat until all cards from the deck are gone. [*]End of Combat round, reshuffle deck and repeat Step 6. [/LIST] Players that have multiple cards act only on their first card drawn. Any subsequent cards drawn for that player are discarded when they are drawn. Optional Rule (not too sure how this would actually play out in game): [LIST] [*]Each card represents a single action/attack (not including special actions). [LIST] [*]Assigned cards would equal: 1 + (Initiative modifier/2) + (number of actions/attacks). [/LIST] [*]PCs/NPCs would perform a single action when their card comes up, and would have to wait until their next card comes up to perform any additional actions/attacks (not including special actions) [/LIST] The advantages to this system (not including the optional rule): [LIST] [*]Other than the first round of combat, it removes initiative calculation, waiting on players to roll, trying to determine the new order of initiative, etc. [*]Easily adaptable for small or large parties. [*]Once the initial PC deck is made it can be used over and over again without recalibrating the number of cards available for each player. [*]Makes each round dynamic and different from the first round, providing PCs (and DMs) with an element of uncertainty in combat. [*]Characters with a Dex penalty do not suffer the "penalty" in initiative. [*]Characters with an initiative bonus still benefit from said bonus (in having the chance to have their initiative card appear sooner rather than later). [*]Still random. [*]Quick to implement for each round. [/LIST] The disadvantages to this system: [LIST] [*]New initiative each round still adds to the length of combat. [*]Characters with a Dex penalty do not suffer the "penalty" in initiative. [*]It may become bloated with PCs/NPCs that have a high initiative bonus. [/LIST] Furthermore, this is easily implemented via Excel for those that prefer digital management. To implement in excel: [LIST=1] [*]Create two columns - column A labeled PC/NPC, column B labeled Random. [*]Write the PC/NPC in column A each time they would have an initiative card. (For example, the rogue from earlier who had 4 initiative cards would have their name written down four times). [*]In column B next to each PC/NPC name entered you would enter: =RAND() [*]Verify each PC/NPC name has the formula from Step 3 next to it. [*]Highlight column A and column B [*]Select Sort [*]Select the check box "my data has headers" [*]Sort By Column B, Order smallest to largest [*]Start combat round, going from the top of Column A in the order they were sorted. [*]To start another combat round just enter "x" in any blank cell (this makes the RAND() function generate new random numbers) and repeat Step 6-8. (I recommend making a "Sort" macro). [/LIST] Result: you have a list of PC/NPC names that have been ordered in a completely random method based on their initiative. I'll be testing this out with my group this weekend. At some point I'll probably be testing out the Optional Rule as well. Thoughts/comments/critiques welcome. [/QUOTE]
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