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Best Initiative System?
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<blockquote data-quote="Lanefan" data-source="post: 5949300" data-attributes="member: 29398"><p>Vote: other.</p><p></p><p>We've always used d6 re-rolled each round, simultaneous actions allowed (e.g. you and your foe CAN kill each other at the same time if that's how the rolls go; and I challenge anyone to make that work with cyclical). We just leave the d6 (or d6's) in front of us so we can all see who goes when. Count down from 6 to 1.</p><p></p><p>We used the pre-declaration system a long time ago but abandoned it once we realized there were just too many occasions where a pre-declared action made no sense by the time it came up; so now we say what we're doing when our initiative arrives.</p><p></p><p>Some caveats and mechanics:</p><p> - almost nothing exists that can give a bonus or penalty to the initiative you roll</p><p> - if you are using two weapons or are for whatever other reason getting more than one action in a round, each action gets its own initiative roll</p><p> - if multiple actions are done with the same weapon or item the two rolled initiatives cannot be the same</p><p> - multiple missile fire in a round e.g. bowshots gets one roll, with the second or subsequent shots coming at suiltable evenly-spaced points later in the round</p><p> - casters start casting on what they roll and finish x segments later, where x is the spell's casting time (all have been adjusted to suit a 6-segment round); and can be interrupted during this time</p><p> - casting can carry over into the next round e.g. a 3-segment spell started on a 2 will resolve on a 5 of next round; caster then rolls d4 for that round's init.</p><p> - occasionally, where it really matters, we'll roll d6 sub-initiatives to resolve ties within a segment; usually to see if a spell got interrupted or not</p><p> - in cases where the DM has to deal with lots of monsters - particularly if they all get multiple attacks - he can batch the rolls somewhat to avoid having to roll and track dozens of d6's. (example: the other night we had a combat vs. about 35 opponents, each of which had a claw-claw-bite attack routine - theoretically the DM would roll 105 separate initiatives - in reality, just not going to happen...) <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>Reading this over, it looks way more complicated written out than it really is in play. And it handles parties of all sizes.</p><p></p><p>Realism.</p><p></p><p>In a real fight you act when you can. Randomized initiative reflects this about as well as the system can handle; though I must say I rather like the idea [MENTION=82425]BobTheNob[/MENTION] put forward about drawing from a pot to see who acts next - the only change I'd make would be to roll a die to see if more than one name got pulled, to allow for simultaneous actions.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5949300, member: 29398"] Vote: other. We've always used d6 re-rolled each round, simultaneous actions allowed (e.g. you and your foe CAN kill each other at the same time if that's how the rolls go; and I challenge anyone to make that work with cyclical). We just leave the d6 (or d6's) in front of us so we can all see who goes when. Count down from 6 to 1. We used the pre-declaration system a long time ago but abandoned it once we realized there were just too many occasions where a pre-declared action made no sense by the time it came up; so now we say what we're doing when our initiative arrives. Some caveats and mechanics: - almost nothing exists that can give a bonus or penalty to the initiative you roll - if you are using two weapons or are for whatever other reason getting more than one action in a round, each action gets its own initiative roll - if multiple actions are done with the same weapon or item the two rolled initiatives cannot be the same - multiple missile fire in a round e.g. bowshots gets one roll, with the second or subsequent shots coming at suiltable evenly-spaced points later in the round - casters start casting on what they roll and finish x segments later, where x is the spell's casting time (all have been adjusted to suit a 6-segment round); and can be interrupted during this time - casting can carry over into the next round e.g. a 3-segment spell started on a 2 will resolve on a 5 of next round; caster then rolls d4 for that round's init. - occasionally, where it really matters, we'll roll d6 sub-initiatives to resolve ties within a segment; usually to see if a spell got interrupted or not - in cases where the DM has to deal with lots of monsters - particularly if they all get multiple attacks - he can batch the rolls somewhat to avoid having to roll and track dozens of d6's. (example: the other night we had a combat vs. about 35 opponents, each of which had a claw-claw-bite attack routine - theoretically the DM would roll 105 separate initiatives - in reality, just not going to happen...) :) Reading this over, it looks way more complicated written out than it really is in play. And it handles parties of all sizes. Realism. In a real fight you act when you can. Randomized initiative reflects this about as well as the system can handle; though I must say I rather like the idea [MENTION=82425]BobTheNob[/MENTION] put forward about drawing from a pot to see who acts next - the only change I'd make would be to roll a die to see if more than one name got pulled, to allow for simultaneous actions. Lanefan [/QUOTE]
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