Twowolves said:Yes, it does. The Behind the Scenes sidebar in the DMG specificly states this, and explains why. It's the underlying arguement for many rules assumptions. You yourself have said this in so many words in the past on other threads.
If you are talking about the Defensive Rolls sidebar, it is not the same area or type of randomness that we are discussing in this topic.
Twowolves said:Multiple actions = two actions, tops. That's it. Two unanswered full attacks are bad, but so is one critical hit.
True, but this is not a discussion of doubling the damage of a single attack. It is a discussion of doubling the number of attacks in a given time frame from potentially a multitude of opponents (especially if the DM rolls multiple opponents with the same init).
Twowolves said:Wasn't the default assumption of the CR system one in which the PCs would fight no more than 12 opponents at a time? Even saying in the DMG that if you need more than 12 foes to challenge the party, you should use less of something tougher? You are purposefully taking a non-standard, non-playtested extreme position to make a point.
My only point was that 5 on 1 is bad enough in the normal initiative system.
Also, we have 8 PCs/NPCs in the party, not the default 4 that the default assumption of the CR system is discussing. Hence, maybe you should up your statement to 24 instead of 12.
Twowolves said:In any case, 50 on 8 sounds like a massacre waiting to happen to me, no matter what your initiative system is. Cyclic initiative may have sped things along, but good grief! You'd need to speed things up to handle that many combatants.
No. A speed up wasn't needed. It was a once in a blue moon encounter and the players were aware of the delay between their character's init.
Granted, this was an unusual case. My largest previous number of opponents was in the high 20s (IIRC). However, these opponents came in waves over 4 rounds. So, there were never actually 50 at one time, probably more like low 30s max (the PCs were fresh and very effective at often taking out one or more opponents each per round).
Btw, in this encounter, the PCs used up less than half of their resources and ended up fighting another semi-major battle (with a CR 8, CR 6, and CR 2 opponent) that same day (and wiped through that as well). The Hobgoblin encounter just happened to be a lengthy combat (3+ hours) in real time (although the combat itself probably only lasted 8 rounds).
Twowolves said:Didn't you also state previously that you don't even roll initiative for your NPCs? That you have some numbers spread across the range already dialed in and just assign them? If I am remembering that correctly, it sounds like you using the other extreme of initiative determination.
Actually, I only do that for unusual circumstances like this combat. Typically (90%+ of the time), I roll for every individual NPC.
I also do not bother to roll when reinforcements come in. They trickle in every 3 or 4 or 5 (or more, situation dependent) inits (e.g. after turning over 4 init cards, regardless of who those were, another NCP trickles in). But, many combats do not have reinforcements.
Twowolves said:It counts big time in any game. But many things also count just as big, like crits and saves. In a game where extra actions are more commonplace, it really makes the PCs pay more attention and plan well to survive. I played for years in a 1st ed game that was very unforgiving. If you went out wandering the countryside, the DM rolled on his wandering monster tables, and you got what you got, balance be damned! There were no CR systems to save us there, and it was very unforgiving, complete with rerolled initiative every round. Hard? Hell yes! Fair, we thought so. You had a plan or you had a nice funeral.
And gaming companies learned from the mistakes of late 70s game systems.
Twowolves said:If a DM and his players want to reroll initiative every round, I don't see the problem with it, provided everyone knows the consequences, any rough spots are smoothed over (delaying and spell durations etc), and the DM balances the encounters appropriately.
A lot of implied "ifs" in this sentence. Sure, as long as you go out and put the proper bandaids on any system, it will work. It's finding what needs to be bandaged that's the hard part, often learned through actual gaming experiences. For example, Raven bandaged the system by changing it from a D20 init to a D10 init. This has game balance implications, one of them being that the back to back scenarios against the PCs should happen a lot less often than with a D20 init as long as the PCs tend to have better initiative modifiers than their opponents.
I think the variant rule is a bad rule as written. It could be an ok rule given the right set of house rules to prop it up.