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General Tabletop Discussion
*Pathfinder & Starfinder
Cyclical Initiative: AN Explanation
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<blockquote data-quote="Marimmar" data-source="post: 1175398" data-attributes="member: 1789"><p>With this kind of initiative system you determine once at the start of the battle when it's your turn to act. In the following rounds you always act when your initiative count comes up, thus reducing the number of die rolls and speeding up gameplay - determining initiative each round bogs down the game. It also allows for better use of tactics since combat becomes more predictable. Another advantage is that noone gets to act twice in a row because of a high roll in the first round and a low roll in the second round which could end up in pretty deadly situations, especially with rending monsters and spell casters. You always get to act once before your opponent can act again. As for delaing actions, you let time slip by, it's gone like sand running through your fingers. You either act quick or the time you wait can never be regained because all the other combatants won't wait just because you did.</p><p></p><p>A bit of advice here, the guy who delayed probably felt cheated because his initiative count dropped and he was reminded of that each round. I (as DM) prefer to make a list with the initiative order of all combatants and just read out the names of the player/monster who's turn it is. This removes the 'round-by-round' feeling to some extent and since new arrivals on the scene of a fight always have initiative the rolled numbers don't mean a thing after the DM put together his list and the guy feels more like he chose the initiative rank instead of losing them.</p><p></p><p>Hope that helps a bit.</p><p>~Marimmar</p></blockquote><p></p>
[QUOTE="Marimmar, post: 1175398, member: 1789"] With this kind of initiative system you determine once at the start of the battle when it's your turn to act. In the following rounds you always act when your initiative count comes up, thus reducing the number of die rolls and speeding up gameplay - determining initiative each round bogs down the game. It also allows for better use of tactics since combat becomes more predictable. Another advantage is that noone gets to act twice in a row because of a high roll in the first round and a low roll in the second round which could end up in pretty deadly situations, especially with rending monsters and spell casters. You always get to act once before your opponent can act again. As for delaing actions, you let time slip by, it's gone like sand running through your fingers. You either act quick or the time you wait can never be regained because all the other combatants won't wait just because you did. A bit of advice here, the guy who delayed probably felt cheated because his initiative count dropped and he was reminded of that each round. I (as DM) prefer to make a list with the initiative order of all combatants and just read out the names of the player/monster who's turn it is. This removes the 'round-by-round' feeling to some extent and since new arrivals on the scene of a fight always have initiative the rolled numbers don't mean a thing after the DM put together his list and the guy feels more like he chose the initiative rank instead of losing them. Hope that helps a bit. ~Marimmar [/QUOTE]
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Cyclical Initiative: AN Explanation
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