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*Dungeons & Dragons
Continuous Initiative in 5E
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<blockquote data-quote="Quickleaf" data-source="post: 9331108" data-attributes="member: 20323"><p>There are a couple variations I've played with on "continuous initiative" – I prefer the term "weapon speed" or "action speed" as you'll see. I 100% agree with [USER=60100]@Rabbitbait[/USER] that it's slow not just in the learning phase, but in the "we're experienced and know what we're doing phase" too.</p><p></p><p>Unfortunately, when "action speed" works best – when players consistently take the same or very similar actions each turn so it's easy to lock in "ok, d6 is my initiative die, or my speed is 6 seconds, or whatever", that's when it works best. But that leads to rather dull monotonous play, which... it <em>can</em> work in some OSR games where you're spending just a few minutes in a battle... but in any situations with more involved combat (Hackmaster qualifies, 5e qualifies, PF2e qualifies) we really want to avoid tedious monotonous play due to increased handling time of combat.</p><p></p><p>My personal view is that there is one big advantage to this system and that's the idea of smoothing the transition between exploring and combat so there's less of that speed bump of "ok roll initiative."</p><p></p><p>However, I have found other ways to reach that effect – which for me is the big goal behind "continuous initiative." But I don't want to open up a pandora's box that is tangential to the conversation you want to have.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9331108, member: 20323"] There are a couple variations I've played with on "continuous initiative" – I prefer the term "weapon speed" or "action speed" as you'll see. I 100% agree with [USER=60100]@Rabbitbait[/USER] that it's slow not just in the learning phase, but in the "we're experienced and know what we're doing phase" too. Unfortunately, when "action speed" works best – when players consistently take the same or very similar actions each turn so it's easy to lock in "ok, d6 is my initiative die, or my speed is 6 seconds, or whatever", that's when it works best. But that leads to rather dull monotonous play, which... it [I]can[/I] work in some OSR games where you're spending just a few minutes in a battle... but in any situations with more involved combat (Hackmaster qualifies, 5e qualifies, PF2e qualifies) we really want to avoid tedious monotonous play due to increased handling time of combat. My personal view is that there is one big advantage to this system and that's the idea of smoothing the transition between exploring and combat so there's less of that speed bump of "ok roll initiative." However, I have found other ways to reach that effect – which for me is the big goal behind "continuous initiative." But I don't want to open up a pandora's box that is tangential to the conversation you want to have. [/QUOTE]
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