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General Tabletop Discussion
*TTRPGs General
Deciding What to do Before Initiative is Rolled.
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<blockquote data-quote="Badapple" data-source="post: 5208543" data-attributes="member: 71811"><p>We used all kinds of systems. Mostly we rolled a die and highest roll went first but sometimes we got more in depth. The closest we got to pre declared actions was as follows:</p><p> </p><p>What we would do is everyone rolled a d20 for initiative and then added their spell casting time (usually it was +1 per level of the spell, but some spells like power word kill had a casting time of 1) or the weapon speed. Then they subtracted their dex modifier.</p><p> </p><p>The lowest rolls went first. If a wizard cast fireball (speed 3) and had a dex of 15 (-1 bonus to initiative I think) and rolled a 14 then his spell would complete on segment 16.</p><p> </p><p>If I recall correctly, for multiple attacks we added 5 to each swing. So if a fighter was due two swings this round and he rolled a 9 with a longsword (speed 5) and no dex mod he would take his first swing on segment 14 and his next swing on segment 19.</p><p> </p><p>We didn't do 10 segment rounds. We just went segment by segment until everyone finished their actions then we all rolled initiative anew.</p><p> </p><p>So yeah, spellcasters had to announce what spell they were casting BEFORE initiative was rolled, but on their turn they could change targets or decide to abort the spell (and not have it used up). Fighters could chose any target they wanted or even to use a different weapon (as long as the weapon was equal or less than the weapon speed they added at the time they rolled), so it wasn't totally rigid.</p><p> </p><p>Despite seeming complex it really wasn't that bad. It was kind of a cool system in that lower level spells tended to go off rapidly, but higher level spells took longer to cast, and thus were more prone to interruption. Also made certain spells that had a low cast time more valuable. I think I had a character with a polearm and it had a weapon speed in the double digits and that poor sucker never got to go first.</p></blockquote><p></p>
[QUOTE="Badapple, post: 5208543, member: 71811"] We used all kinds of systems. Mostly we rolled a die and highest roll went first but sometimes we got more in depth. The closest we got to pre declared actions was as follows: What we would do is everyone rolled a d20 for initiative and then added their spell casting time (usually it was +1 per level of the spell, but some spells like power word kill had a casting time of 1) or the weapon speed. Then they subtracted their dex modifier. The lowest rolls went first. If a wizard cast fireball (speed 3) and had a dex of 15 (-1 bonus to initiative I think) and rolled a 14 then his spell would complete on segment 16. If I recall correctly, for multiple attacks we added 5 to each swing. So if a fighter was due two swings this round and he rolled a 9 with a longsword (speed 5) and no dex mod he would take his first swing on segment 14 and his next swing on segment 19. We didn't do 10 segment rounds. We just went segment by segment until everyone finished their actions then we all rolled initiative anew. So yeah, spellcasters had to announce what spell they were casting BEFORE initiative was rolled, but on their turn they could change targets or decide to abort the spell (and not have it used up). Fighters could chose any target they wanted or even to use a different weapon (as long as the weapon was equal or less than the weapon speed they added at the time they rolled), so it wasn't totally rigid. Despite seeming complex it really wasn't that bad. It was kind of a cool system in that lower level spells tended to go off rapidly, but higher level spells took longer to cast, and thus were more prone to interruption. Also made certain spells that had a low cast time more valuable. I think I had a character with a polearm and it had a weapon speed in the double digits and that poor sucker never got to go first. [/QUOTE]
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