Raven Crowking
First Post
In the Twowolves system (patent pending
), if you can hold action from one round to the next, you could just wait for Joe Teleporter to return. Problem solved, no randomness.

You can't ready or hold out of combat. There's an old thread made by someone who planned an ambush tactic that supposedly got them three actions against their unsuspecting victim using a ready action, but it doesn't work.Raven Crowking said:In the Twowolves system (patent pending), if you can hold action from one round to the next, you could just wait for Joe Teleporter to return. Problem solved, no randomness.
3catcircus said:As an example, If you and a friend are walking down the street and get randomly mugged by two hoodlums, are you going to be able to "delay" or "ready" your actions? No - you are going to react. If, however, you were planning on walking down a street *known* for people getting mugged, you'd probably formulate plans to address that possibility *before* you walked down the street.
My point was, people say that more randomness hurts the PCs. Conversely then, by that logic, less randomness favors PCs and is somehow better. Take it to the extremes, and remove ALL randomness, because that's "more fun" or "better" for players, according to the logic of some. Obviously that's not the case in reality.
Twowolves said:My point was, people say that more randomness hurts the PCs. Conversely then, by that logic, less randomness favors PCs and is somehow better. Take it to the extremes, and remove ALL randomness, because that's "more fun" or "better" for players, according to the logic of some. Obviously that's not the case in reality.
Rystil Arden said:But somewhere out there, a different GM is forcing players who do not like the rule to play under it
KarinsDad said:More randomness does not hurt PCs.
Multiple unanswered actions hurt PCs. For example, what is more threatening, one Orc attacking your Wizard in melee or six Orcs?
I don't know--ask GoldmoonRaven Crowking said:Forcing the player to play? With what? Handcuffs, knives, and a gun?!?!![]()
I know you run a prety good ship over there, if is sonething you guys enjoy its something you guys enjoy. I"m just saying that logically, theres no way commiting an extra action is faster than not commiting that action, in any part of life. It's good that your players now pay attention to you but I think theres better ways to handle that for most parties. It obviously works in your party but to each his own.Raven Crowking said:One test. Once. Acknowledged to be so. One time only. And with a nice consolation prize. This is no psyche test.
Why not assume average damage per successful attack, then? That would certainly prevent an extra action in nearly every round of combat. It would also remove a variable, and if you subscribe to the theory that "variables = bad" that seems to be the norm on this thread, it would seem to be a no-brainer.
I propose that, if you can tell me why you do not want to switch to average damage (and I mean a clear, well-thought-out answer here), you will probably know why some people do not want to switch to cyclic initiative.
In my case, I started out using the cyclic init from 3.0, and discovered pretty quick that there were some unintended consequences with the attention span of my group.I then went to per-round init, but counting down init from 30 seemed to make the problem worse. So I switched to d10. Now everything is going really, really well.
Is this a solution for all groups? No. Some groups -- many, I'd guess -- don't even have a problem that needs solving. OTOH, I wouldn't quit an otherwise enjoyable game because the DM decided to have Initiative rolled on a d12. Nor would I quit because or rolling each round. Nor would I quit because of cyclic init.
I would quit because I knew the DM was fudging die rolls, though.
To each his own.
RC