Agreed.While I agree that it would not be trivial to design a workable continuous initiative system that works for 5e, I don't think it would be as impossible as some folks are suggesting.
Also agreed. I didn't manage to do it well. But I am not a game designer.Agreed.
It's hard to make it fun, but it's likely doable. If course, fun is table dependent.Also agreed. I didn't manage to do it well. But I am not a game designer.
It's not impossible ... having not played Hackmaster though, my question is whether the work is worth it. What does this initiative system do that you can't accomplish in other ways? The example of play you gave gave me a headache as I foresaw so many problems, first the round to round accounting leading to a lot tracking, and action denial. Say, in the example given, that when initiative 13 came up, no one was within reach to stab?While I agree that it would not be trivial to design a workable continuous initiative system that works for 5e, I don't think it would be as impossible as some folks are suggesting.
Move?It's not impossible ... having not played Hackmaster though, my question is whether the work is worth it. What does this initiative system do that you can't accomplish in other ways? The example of play you gave gave me a headache as I foresaw so many problems, first the round to round accounting leading to a lot tracking, and action denial. Say, in the example given, that when initiative 13 came up, no one was within reach to stab?
I do think it adds a lot of tactical choices, as long as those tactical choices are worth making. 3E/PF1 for example, make weapons pretty interesting with threat range and damage multiplier. However, some are just junk and nobody uses them. Making sure no choices are bad, but have trade offs is the way but pittfalls could be everywhere.The most important thing tome in any mode of play is meaningful choice. If you designed the system where taking different amounts of time for the "same" actions produces potentially different results, I feel like that builds meaningful choice. What if Power Attack is just a few extra ticks, or updating heal? Like that.
Perhaps I'm misunderstanding ... or your example is obscuring an element of the rules.Move?
For example, say your starting initiative roll was a 6. On 6, you declare that you are moving 4 squares. On 5, 6, 7 and 8 you move 1 square each. On 8, upon arrival, you declare you are stabbing the bandit. Your weapon has a speed of 5. That means you make your attack on 13. All while this is happening, the other PCs plus the enemies are doing similar. Initiative never "resets" you just keep counting until the encounter ends.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.