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*Pathfinder & Starfinder
Don't make me roll for initiative.........again
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<blockquote data-quote="Warmage-in-Onley" data-source="post: 2945112" data-attributes="member: 23244"><p>Interesting discussion that I now feel compelled to address.</p><p></p><p>Re-rolling init every round undoubtedly increases time spent resolving combat.</p><p></p><p>Yes, some forms of back-to-back unanswered actions are worse than others. Re-rolling init removes your ability to manage encounter distances tactically, by allowing variable randomized movement sequences. This may be especially unfair to a melee-adverse Sorc/Wiz whose combat tactics (and survivability) may revolve around answering actions that place melee specialists within reach. The Sorc/Wiz now has to become a master of managing initiative with Ready/Delay tactics, something not necessarily required by the cyclical initiative system. Re-rolling init really changes the way this type of character plays/enjoys the game.</p><p></p><p>Spell durations are a part of the game, and some are based on when your next turn arrives. I don't think complicating this element of the game achieves as much as it confounds.</p><p></p><p>Lastly, winning init should be a good thing! In a 2 critter scenario, if I win re-roll init every time then I have basically accomplished the same thing as winning cyclical initiative, but without its reliability (same thing with losing init every time, except for the very 1st action is the opponent's). Only with win-lose, lose-win init combos does action stacking occur - but the lose-win combo gives the PC the advantage! Combine this with applying certain spell effects in succession and see how the PC may prefer the lose-win combo (or the "Yes, we wanted to lose Game 1" effect).</p><p></p><p>When considering the above, I cannot argue in favor of re-rolling init every round.</p></blockquote><p></p>
[QUOTE="Warmage-in-Onley, post: 2945112, member: 23244"] Interesting discussion that I now feel compelled to address. Re-rolling init every round undoubtedly increases time spent resolving combat. Yes, some forms of back-to-back unanswered actions are worse than others. Re-rolling init removes your ability to manage encounter distances tactically, by allowing variable randomized movement sequences. This may be especially unfair to a melee-adverse Sorc/Wiz whose combat tactics (and survivability) may revolve around answering actions that place melee specialists within reach. The Sorc/Wiz now has to become a master of managing initiative with Ready/Delay tactics, something not necessarily required by the cyclical initiative system. Re-rolling init really changes the way this type of character plays/enjoys the game. Spell durations are a part of the game, and some are based on when your next turn arrives. I don't think complicating this element of the game achieves as much as it confounds. Lastly, winning init should be a good thing! In a 2 critter scenario, if I win re-roll init every time then I have basically accomplished the same thing as winning cyclical initiative, but without its reliability (same thing with losing init every time, except for the very 1st action is the opponent's). Only with win-lose, lose-win init combos does action stacking occur - but the lose-win combo gives the PC the advantage! Combine this with applying certain spell effects in succession and see how the PC may prefer the lose-win combo (or the "Yes, we wanted to lose Game 1" effect). When considering the above, I cannot argue in favor of re-rolling init every round. [/QUOTE]
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Don't make me roll for initiative.........again
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