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Don't make me roll for initiative.........again
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<blockquote data-quote="KarinsDad" data-source="post: 2944446" data-attributes="member: 2011"><p>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.</p><p></p><p></p><p></p><p>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).</p><p></p><p></p><p></p><p>My only point was that 5 on 1 is bad enough in the normal initiative system.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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).</p><p></p><p></p><p></p><p>Actually, I only do that for unusual circumstances like this combat. Typically (90%+ of the time), I roll for every individual NPC.</p><p></p><p>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.</p><p></p><p></p><p></p><p>And gaming companies learned from the mistakes of late 70s game systems.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2944446, member: 2011"] 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. 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). 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. 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). 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. And gaming companies learned from the mistakes of late 70s game systems. 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. [/QUOTE]
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Don't make me roll for initiative.........again
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