Jdvn1
Hanging in there. Better than the alternative.
I think it works for very small parties, and small encounters.KarinsDad said:Do you really believe it works straight out of the box without some tweaking?
I think it works for very small parties, and small encounters.KarinsDad said:Do you really believe it works straight out of the box without some tweaking?
Raven Crowking said:Personally, I use d10 initiative, re-rolled each round. IME, this has actually speeded up combats because players need to pay attention to the round count. This was actually a problem with our group using the regular system. Go figure.
You are correct that Improved Initiative becomes important using this sort of variant.
Raven Crowking said:Obviously, you can still Hold Action, and you can maintain a Held Action from round to round. It seems to work well enough.
I have a hard time imagining leaving a good game because of a variation in rules, though. I imagine that there are actually other problems in the game structure, because this seems such a minor quibble to me. To each his own, though.![]()
KarinsDad said:In our game, none of the players have taken Improved Initiative. I suspect that in your D10 init game, many players take it. It changes the entire complexion of initiative.
Technically anything optional - regardless of its source - that is added to the game is a house rule. But that's irrelevant. It's a lousy rule period.3catcircus said:It has to do with a player not liking the DM using an *optional* rule that has been published in a core D&D book - it isn't a "...lousy house rule." It is an optional rule that has been published in a core D&D book that the DM is chosing to use.
I think you'll find that most people do not consider optional rules, even if published in the Core Books, to be considered RAW in any way.This has *no* effect on roleplaying. Using this rule *is* following the RAW.
It's a roleplaying game sure enough - but it's still a GAME. Manipulation of the rules for the sake of manipulating the rules is NOT a crime in and of itself. Whining, metagaming, "it's all about me" players are NOT prevented from being such no matter what rules the DM uses, but a constant randomization of initiative from round to round won't prevent metagaming the rules. For example, with random initiative rerolled each round, if you have a good dex and take the Improved Initiative feat you can consistently end up at the top of the order anyway. Or worse. You can win initiative one round, delay what you do until the end of the round - and then in rerolling initiative for the next round consistently win again and then be able to take a second turn in a row. If you as a DM pulled that kind of stuff on a PLAYER the screams would be heard for miles.What this rule does is prevent whining "it's all about me" players from conspiring to work around the RAW by metagaming their actions in combat - actions which are supposed to represent simultaneous, continuous rapid activities in the heat of battle.
Not railroading - but such can certainly be annoying when they are unneeded, arbitrary and stridently undesired by the players. The only thing accomplished with rolling initiative every round is greater randomness and chaos. It seems to me that in this case the players realize this but the DM doesn't.By your argument, you make it sound like the DM would be railroading the players with a lousy house rule if he decided to enforce encumbrance, or monk multiclass restrictions.
KarinsDad said:Just because an optional rule is written in RAW does not make it a good rule.
How do you handle Summoned Monsters with this rule? RAW does not say how. Why? Because it is a sure bet that WotC did not playtest this optional rule and never considered the ramifications of it. This rule was placed into 3E so that 2E players who were used to rolling every round could run initiative in a similar manner to 2E. Unfortunately, with AoOs and Delays and other 3E elements, this optional rule does not work well. In fact, it sucks.
This is not about whiny players who feel entitled. I would be the first to agree with you if it was. This is about an optional rule that is jarringly different from the core rule to the point that other game elements do not work well with it. It is also an optional rule that is very time consuming during play.
By definition, that is an optional rule that should carefully be considered before adding it into a game. This means taking the time to see how this interacts with other rules and explicitly going out of your way to create house rules to shoe horn it into the existing system.
Man in the Funny Hat said:Technically anything optional - regardless of its source - that is added to the game is a house rule. But that's irrelevant. It's a lousy rule period.
I think you'll find that most people do not consider optional rules, even if published in the Core Books, to be considered RAW in any way.
It's a roleplaying game sure enough - but it's still a GAME. Manipulation of the rules for the sake of manipulating the rules is NOT a crime in and of itself.
Whining, metagaming, "it's all about me" players are NOT prevented from being such no matter what rules the DM uses, but a constant randomization of initiative from round to round won't prevent metagaming the rules.
For example, with random initiative rerolled each round, if you have a good dex and take the Improved Initiative feat you can consistently end up at the top of the order anyway. Or worse. You can win initiative one round, delay what you do until the end of the round - and then in rerolling initiative for the next round consistently win again and then be able to take a second turn in a row.
If you as a DM pulled that kind of stuff on a PLAYER the screams would be heard for miles.
Not railroading - but such can certainly be annoying when they are unneeded, arbitrary and stridently undesired by the players. The only thing accomplished with rolling initiative every round is greater randomness and chaos. It seems to me that in this case the players realize this but the DM doesn't.
The DM may be a recent convert from older editions or maybe just doesn't really understand the effects of what he's doing. Whatever the reason the OP should FIND OUT why the DM is so set on this. There are excellent reasons to use 3E circular intiative that (as of several years ago at least) were only argued by people who wanted to do it differently for no particularly good reason and wanted an excuse (as if they then actually needed one). Learning what the DM sees in it will be far more useful as a place to start than just handing him pages and pages of argument against the idea. If the DM's reaction to defending his choice is then something along the lines of, "just like it or lump it", well then you know what the real problem is. When the basis of the DM's stance is understood THEN you can effectively argue against it.
Seeten said:I have yet to hear any justification from 3catcircus that makes me believe this is a good rule. All I hear is "If it upsets players, I like it, because I hold the leet DM Powah."
If you choose to use bad rules, I'll abuse them. If you choose to use bad rules, and go on about how you can do anything you want because you're the DM, I'll ditch your game. If you choose to use bad rules so you can take double turns and kill the PC's you dont like, because it makes you feel powerful, be prepared for the players to use Combat Expertise, and other stacking methods to abuse your goofy initiative system.
Carrying on like players have nothing invested in the game just shows your game isnt worth investing in.
Myself and my gaming group has just as much invested in our games as the DM/GM, because we ALL care about the health of the group, and none of us thinks he is the "only one" or the MAIN MAN decision maker who all else will bow down to.
Further, on another topic, communication is key. Explain why the rule is bad, then demonstrate in game why its bad with initiative tactics. Use them. Show in actual play how its bad. Then he needs to ban perfectly good feats, or fix initiative.