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<blockquote data-quote="Korgoth" data-source="post: 4672750" data-attributes="member: 49613"><p>On thing I find interesting is how little D&D actually needs an initiative system.</p><p></p><p>Running Empire of the Petal Throne (OD&D with a few twists... which I guess is a redundant statement!), I don't even use an initiative system. I do roll for surprise, if applicable. But otherwise it's generally obvious which side should get to go first. And I just adjudicate it on the fly.</p><p></p><p>Slow opponents like undead automatically cede initiative. Long weapons like spears and polearms can afford a first strike. Readied missiles can make an opportunity fire. And sometimes it just comes down to who decides to make the first move and commit.</p><p></p><p>It's not all written down in a complicated formula. I just go with what seems reasonable. Rarely I might call for a 1d6 roll, or ask somebody what their Dexterity rating is (one fellow is extremely dextrous and so that's a great situational tie-breaker for him). I find it works well. My preference is to give the protagonists (I wouldn't call them heroes!) the benefit of the doubt.</p><p></p><p>Kind of the Jeet Kune Do method of Judging, if you will (yes... "DMs" used to be called "Judges" in some circles... you know, because they were expected to exercise judgment!).</p></blockquote><p></p>
[QUOTE="Korgoth, post: 4672750, member: 49613"] On thing I find interesting is how little D&D actually needs an initiative system. Running Empire of the Petal Throne (OD&D with a few twists... which I guess is a redundant statement!), I don't even use an initiative system. I do roll for surprise, if applicable. But otherwise it's generally obvious which side should get to go first. And I just adjudicate it on the fly. Slow opponents like undead automatically cede initiative. Long weapons like spears and polearms can afford a first strike. Readied missiles can make an opportunity fire. And sometimes it just comes down to who decides to make the first move and commit. It's not all written down in a complicated formula. I just go with what seems reasonable. Rarely I might call for a 1d6 roll, or ask somebody what their Dexterity rating is (one fellow is extremely dextrous and so that's a great situational tie-breaker for him). I find it works well. My preference is to give the protagonists (I wouldn't call them heroes!) the benefit of the doubt. Kind of the Jeet Kune Do method of Judging, if you will (yes... "DMs" used to be called "Judges" in some circles... you know, because they were expected to exercise judgment!). [/QUOTE]
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