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General Tabletop Discussion
*Dungeons & Dragons
Continuous Initiative in 5E
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<blockquote data-quote="Blue" data-source="post: 9331615" data-attributes="member: 20564"><p>Others have mentioned it, but durations, especially one round durations, are the big issue. I literally was writing about this topic in a FB D&D group recently about rerolling initiative.</p><p></p><p>5e streamlining uses start/end of next turn as a shorthand for duration. By which they really mean "this lasts until everyone else in the encounter has had exactly one full action". And I don't know how to convert that to a continuous initiative.</p><p></p><p>A set amount of time doesn't work. Consider a Shield spell. Two attackers using the same weapons and everything except one is quicker. The quicker one might have an extra attack against the higher Shield AC simply because they are better. Getting penalized because you are better is not a D&D paradigm.</p><p></p><p>Consider a monk's stunning blow. How long does the foe's null action take? It's also supposed to allow each teammate one full round of attacks at Advantage. Which could include multiple attacks from Extra Attack, TWF, Flurry of Blows, Eldritch Blast, etc. Which means it's not just "your next attack". Can we have a foe stunned in that slow player A gets their Advantage shot while in the meantime fast player B has already gotten their shot, and then had another shot which presumably shouldn't have advantage.</p><p></p><p>I like the system, but how 5e streamlines durations and has a large number of single-round effects makes it a poor vehicle for implementing this while preserving the current balance. You would have to address a cascade of changes this would make.</p></blockquote><p></p>
[QUOTE="Blue, post: 9331615, member: 20564"] Others have mentioned it, but durations, especially one round durations, are the big issue. I literally was writing about this topic in a FB D&D group recently about rerolling initiative. 5e streamlining uses start/end of next turn as a shorthand for duration. By which they really mean "this lasts until everyone else in the encounter has had exactly one full action". And I don't know how to convert that to a continuous initiative. A set amount of time doesn't work. Consider a Shield spell. Two attackers using the same weapons and everything except one is quicker. The quicker one might have an extra attack against the higher Shield AC simply because they are better. Getting penalized because you are better is not a D&D paradigm. Consider a monk's stunning blow. How long does the foe's null action take? It's also supposed to allow each teammate one full round of attacks at Advantage. Which could include multiple attacks from Extra Attack, TWF, Flurry of Blows, Eldritch Blast, etc. Which means it's not just "your next attack". Can we have a foe stunned in that slow player A gets their Advantage shot while in the meantime fast player B has already gotten their shot, and then had another shot which presumably shouldn't have advantage. I like the system, but how 5e streamlines durations and has a large number of single-round effects makes it a poor vehicle for implementing this while preserving the current balance. You would have to address a cascade of changes this would make. [/QUOTE]
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