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Avoiding Initiative
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<blockquote data-quote="pming" data-source="post: 7409027" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Huh...I use several different methods throughout the game. First of all, I use ye old edition "Surprise Round" (Basic D&D) where if I don't see it as a Yes/No, I roll d6, and one of the players rolls d6. On a 1-2, that side is 'surprised'. </p><p></p><p>As for Initiative. I use:</p><p></p><p>1. - Each side rolls d20, modified individually.</p><p>2. - Each individual rolls d20, modified individually.</p><p>3. - I roll d20 for each 'group' of bad guys; players use #1.</p><p>4. - As #3, but players use #2.</p><p>5. - Any of the above, but with d12's (more common than using d20's; a +3 bonus is a LOT nicer with a d12 than a d20).</p><p>6. - I just decide based on the circumstances, usually narrated rather than stated.</p><p>7. - Each side rolls 1d6, highest side goes first; no modifiers.</p><p>8. - I use the DramaDeck/PlotCards-Combo from the MasterBook RPG system where stuff is 'translated' on the fly into D&D terms.</p><p></p><p>Oh, and I use all of these interchangeably throughout a game <em>SESSION</em>, not a "campaign". Not always, but usually; so we might all be a bit more tiered than normal and just elect for using #7 for the whole session...or we may start with #2, then move to #1 for smaller, more intense fights, then switch to #5 for the rest of the session other than the last half-hour or so, when we are really getting into the RP/Story aspect of the game and we pull out #8.</p><p></p><p>In short...combat is chaotic; Initiative is part of combat, so, well, yeah... <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><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7409027, member: 45197"] Hiya! Huh...I use several different methods throughout the game. First of all, I use ye old edition "Surprise Round" (Basic D&D) where if I don't see it as a Yes/No, I roll d6, and one of the players rolls d6. On a 1-2, that side is 'surprised'. As for Initiative. I use: 1. - Each side rolls d20, modified individually. 2. - Each individual rolls d20, modified individually. 3. - I roll d20 for each 'group' of bad guys; players use #1. 4. - As #3, but players use #2. 5. - Any of the above, but with d12's (more common than using d20's; a +3 bonus is a LOT nicer with a d12 than a d20). 6. - I just decide based on the circumstances, usually narrated rather than stated. 7. - Each side rolls 1d6, highest side goes first; no modifiers. 8. - I use the DramaDeck/PlotCards-Combo from the MasterBook RPG system where stuff is 'translated' on the fly into D&D terms. Oh, and I use all of these interchangeably throughout a game [I]SESSION[/I], not a "campaign". Not always, but usually; so we might all be a bit more tiered than normal and just elect for using #7 for the whole session...or we may start with #2, then move to #1 for smaller, more intense fights, then switch to #5 for the rest of the session other than the last half-hour or so, when we are really getting into the RP/Story aspect of the game and we pull out #8. In short...combat is chaotic; Initiative is part of combat, so, well, yeah... :) ^_^ Paul L. Ming [/QUOTE]
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