UngeheuerLich
Legend
I also like the idea, that in the first round of combat you can delay until you want to start acting. Once you acted, your place is fixed.
Run.
And flip tables.
I experienced this for the first time at Gen Con this year. From the player side, it felt like utter screaming chaos.
In D&D4, combats with good groups often turned out this way for me not by design but because the group would discuss their strategy at the head of the round and if PCs weren't acting in the order they needed to be acting in the group made (often sweeping) adjustments.
But in general -- especially at a table of strangers -- players expect to have their initiative called.
Ah, now that's the trick, isn't it?I don't think this is necessarily true either. The past three weeks I ran games at my FLGS for brand new players. New players joined every week and that's how I ran it. No problems at all. It went quickly and smoothly.
Amazing what you can do if you don't have players who are always trying to talk over each other all the time.
I don't think this is necessarily true either. The past three weeks I ran games at my FLGS for brand new players. New players joined every week and that's how I ran it. No problems at all. It went quickly and smoothly.
I quite like the your-initiative-is-your-initiative thing that 5e has going on. Leave the darn initiative track alone once it's been rolled. You wanna wait for something? Declare what it is you are waiting for and what it is you want to do when it happens. That's called Ready. DMs shouldn't be too tough about how that triggers. Keep it simple.
Done. I like it.