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General Tabletop Discussion
*Pathfinder & Starfinder
Don't make me roll for initiative.........again
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<blockquote data-quote="Bagpuss" data-source="post: 2940196" data-attributes="member: 3987"><p>Problems with I see with rolling initiative each round are...</p><p></p><p>It takes extra time.</p><p></p><p>Spell durations become variable.</p><p></p><p>Characters can get there actions twice before someone else. </p><p></p><p>The third problem is the main one in my opinion. In 2nd Ed when you didn't get all your attacks on your initiative roll but spread over time this wasn't so much of an issue, you'ld get one attack then another on half your initiative, and so on. In 3rd Ed even at 1st level it's possible that you could get 4 attacks before the opponent can do anything, by 6th that becomes 6 attacks, but 11, eight attacks, etc.</p><p></p><p>You see an archer on a hill, and decide to attack him, you win initiative charge up the hill, and get just past half way. The archer with rapid shot going slow on the first round, fires at you and hits both times, once for a critical! </p><p></p><p>Ahh that hurt you think, perhaps I better drink my potion of cure serious wounds, I'll do that next round. Next round comes and he beats you to initiative, and before you can raise the potion to your lips you have two more arrows in you and are bleeding out lying half dead on the battlefield.</p><p></p><p>The rolling initiative makes it much harder to plan a head, and a more deadly game. Improved initiative and the like also give a false sense of worth. It's not actually that benifical to go first all the time. If I'm happy to usually go second, and have put my feats and stuff into improved toughness, and high Con, then on the odd time that I win initiative I get a massive bonus as I went last the round before so get twice the number of attacks without anything bad happening to me.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 2940196, member: 3987"] Problems with I see with rolling initiative each round are... It takes extra time. Spell durations become variable. Characters can get there actions twice before someone else. The third problem is the main one in my opinion. In 2nd Ed when you didn't get all your attacks on your initiative roll but spread over time this wasn't so much of an issue, you'ld get one attack then another on half your initiative, and so on. In 3rd Ed even at 1st level it's possible that you could get 4 attacks before the opponent can do anything, by 6th that becomes 6 attacks, but 11, eight attacks, etc. You see an archer on a hill, and decide to attack him, you win initiative charge up the hill, and get just past half way. The archer with rapid shot going slow on the first round, fires at you and hits both times, once for a critical! Ahh that hurt you think, perhaps I better drink my potion of cure serious wounds, I'll do that next round. Next round comes and he beats you to initiative, and before you can raise the potion to your lips you have two more arrows in you and are bleeding out lying half dead on the battlefield. The rolling initiative makes it much harder to plan a head, and a more deadly game. Improved initiative and the like also give a false sense of worth. It's not actually that benifical to go first all the time. If I'm happy to usually go second, and have put my feats and stuff into improved toughness, and high Con, then on the odd time that I win initiative I get a massive bonus as I went last the round before so get twice the number of attacks without anything bad happening to me. [/QUOTE]
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Don't make me roll for initiative.........again
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