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Don't make me roll for initiative.........again
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<blockquote data-quote="Twowolves" data-source="post: 2944391" data-attributes="member: 18093"><p>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.</p><p></p><p></p><p></p><p>Multiple actions = two actions, tops. That's it. Two unanswered full attacks are bad, but so is one critical hit. The last time this debate came up, it boiled down to the fact that even though the chances of a PC getting back to back actions were the same as any given NPC, in the long run the NPC only fights the party once, but the party fights multiple battles with multiple NPCs and eventually this would come back to bite them in the arse, and that was "no fun" for the PCs. This is the least convincing arguement, to me, because it would just be a fact of life for adventurers, and combat would be a deadlier thing in a game that rerolled initiative every round. Some folks might like the added chaos of the ebb and flow of battle, and take it all in stride. To each his own.</p><p></p><p></p><p></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p></p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Twowolves, post: 2944391, member: 18093"] 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. Multiple actions = two actions, tops. That's it. Two unanswered full attacks are bad, but so is one critical hit. The last time this debate came up, it boiled down to the fact that even though the chances of a PC getting back to back actions were the same as any given NPC, in the long run the NPC only fights the party once, but the party fights multiple battles with multiple NPCs and eventually this would come back to bite them in the arse, and that was "no fun" for the PCs. This is the least convincing arguement, to me, because it would just be a fact of life for adventurers, and combat would be a deadlier thing in a game that rerolled initiative every round. Some folks might like the added chaos of the ebb and flow of battle, and take it all in stride. To each his own. 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. 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. 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. 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. 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. [/QUOTE]
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Don't make me roll for initiative.........again
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