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<blockquote data-quote="Primitive Screwhead" data-source="post: 3284636" data-attributes="member: 20805"><p>I think a middle ground approach could be interesting..</p><p></p><p> Maintain the RAW cyclic initiative, but have 'action cards' that the players place in front of them at the end of thier turn to identify thier next action. Pencil in the needed detail such as "Action card: Move to: ____________" and the player would pencil in 'Orc with the funny hat'</p><p> Changing actions would be a Move Action... the cost of having to survey the battlefield and figure out what to do.</p><p></p><p>This would maintain the faster resolution speed of the cyclic system while adding in a bit of chaos. More chaos would ensue if the cards had to be set out face down <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Action cards would include:</p><p>"Move to: ", identifies movement</p><p>"Melee Attack"</p><p>"Ranged Attack"</p><p>"Standard Action Spell"</p><p>"Full Round Spell"</p><p>"Mount/Dismount"</p><p>"Open door/chest"</p><p>"Stabalize"</p><p>"Full Defense"</p><p>etc..</p><p></p><p> Players would place either two cards {Move + Standard Action} or one card {Full Round}</p><p></p><p>Depending on how busy you want to go, we could layer a 'mode' card on top of this. Mode cards identify how the character goes about the action. Cards would include:</p><p>"Fight Defensively"</p><p>"Power Attack"</p><p>"TWF"</p><p>etc...</p><p></p><p></p><p>Upsides: combat would be a bit less orchestrated, potentially increasing EL's</p><p>Downsides: requires players who are paying attention..and a bunch of cards to sort through</p><p> {maybe a sheet of paper with the various options could be 'checked' instead of cards...}</p><p></p><p>anyway.. I am rambling...back to your regularly scheduled thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3284636, member: 20805"] I think a middle ground approach could be interesting.. Maintain the RAW cyclic initiative, but have 'action cards' that the players place in front of them at the end of thier turn to identify thier next action. Pencil in the needed detail such as "Action card: Move to: ____________" and the player would pencil in 'Orc with the funny hat' Changing actions would be a Move Action... the cost of having to survey the battlefield and figure out what to do. This would maintain the faster resolution speed of the cyclic system while adding in a bit of chaos. More chaos would ensue if the cards had to be set out face down :) Action cards would include: "Move to: ", identifies movement "Melee Attack" "Ranged Attack" "Standard Action Spell" "Full Round Spell" "Mount/Dismount" "Open door/chest" "Stabalize" "Full Defense" etc.. Players would place either two cards {Move + Standard Action} or one card {Full Round} Depending on how busy you want to go, we could layer a 'mode' card on top of this. Mode cards identify how the character goes about the action. Cards would include: "Fight Defensively" "Power Attack" "TWF" etc... Upsides: combat would be a bit less orchestrated, potentially increasing EL's Downsides: requires players who are paying attention..and a bunch of cards to sort through {maybe a sheet of paper with the various options could be 'checked' instead of cards...} anyway.. I am rambling...back to your regularly scheduled thread :) [/QUOTE]
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