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Don't make me roll for initiative.........again
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2944974" data-attributes="member: 20805"><p>Rephrased: The variable of re-rolling init has an effect on slowing the real time processing of running the combat with certain groups while not affecting real time processing with other groups.....</p><p></p><p></p><p> This argument fits nicely into the YMMV area. </p><p></p><p> The 3.x games I have run usually involve 6+ players who do not have a solid grasp on the flow of combat. For these groups the cyclic initiative helps the flow of combat.</p><p> </p><p>I think one of the major assumptions that is not shared regards how the actual combat runs. <strong>DonTadow</strong> put it nicely when he said "IN combat, its not neccearily one hit, you hit, its a combination of hits, parrys and attacks that result in that damage in that round. When my players talk about their actions, they indicate this. "</p><p></p><p> If you approach 3.x combat with this in mind, then having intiative be a mechanic that organized the chaos of combat for play-purposes makes sense. The combat itself is still choatic, unpredicatable and a flurry of activity... unless you describe it as "The Orc moves up 30' and attacks for 14 points of damage, next...."</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2944974, member: 20805"] Rephrased: The variable of re-rolling init has an effect on slowing the real time processing of running the combat with certain groups while not affecting real time processing with other groups..... This argument fits nicely into the YMMV area. The 3.x games I have run usually involve 6+ players who do not have a solid grasp on the flow of combat. For these groups the cyclic initiative helps the flow of combat. I think one of the major assumptions that is not shared regards how the actual combat runs. [b]DonTadow[/b] put it nicely when he said "IN combat, its not neccearily one hit, you hit, its a combination of hits, parrys and attacks that result in that damage in that round. When my players talk about their actions, they indicate this. " If you approach 3.x combat with this in mind, then having intiative be a mechanic that organized the chaos of combat for play-purposes makes sense. The combat itself is still choatic, unpredicatable and a flurry of activity... unless you describe it as "The Orc moves up 30' and attacks for 14 points of damage, next...." [/QUOTE]
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Don't make me roll for initiative.........again
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