Infiniti2000 said:
You missed this comment by KD: "All because of the init system, not because of anything else."
Nah; it is something that you could set up in other ways in the game system quite easily. It is something, in fact, that comes up with multiple combatants all the time. NPC 1 delays action to go right after NPC 2, who casts Hold Person. Same outcome.
Karen's Dad: Yes, I am the DM in the group, by an overwhelming margin. Not only do I let them encounter much more powerful foes, but also foes they can wipe the floor with. There is a large spread of ELs vs APL that they encounter. Now, because of work, I've been unable to DM now for a little over a month, and guess what? No one else stepped in. For that matter, when I suggest someone else DM, all I get is, "But we want
your game" so I must be doing something right. Either that or they're all lazy gits.
As mentioned earlier, I use d10, rolled each round, for initiative, largely as a means to keep the players involved when it is not their turn. Because the variable is only 10 pips, bonuses largely determine initiative order. The group is fairly large -- between 7 and 11 players, depending. This may also be an ameleorating factor in preventing the sorts of problems that would be prevelant according to your math.
Your math does suggest that, were you to fight your clone alone, you would have a roughly 50% chance of defeating him quickly. I would imagine that using standard initiative rules would take longer, but the result would be the same.
RC