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*Pathfinder & Starfinder
Faster-Paced Initiative
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<blockquote data-quote="EditorBFG" data-source="post: 3564472" data-attributes="member: 24719"><p>Your 3x5 card technique sounds like a good fix for normal d20 initiative. I do find tracking initiative for a large number of people to be a drag sometimes, but it seems like you have a work around.</p><p></p><p>Part of the the idea is for characters who do something less fun than fighting-- like just moving-- in their turn to get back to participating faster. So if the big fighter with a battleaxe and 3 iterative attacks takes a full action to use all those attacks on Segment 2, then the rogue moves on segments 3,4, and 5 because the main bad guy is escaping across the courtyard, he still gets his one knife attack in on segment 6 before the big fighter gets to roll his 3 attacks. (The example also illustrates that the system rewards smaller weapons a bit without getting into all the nonsense of 2nd Edition speed factors, making high damage weapons less of a no-brainer choice.)</p><p></p><p>Admittedly, the faster pace may just be the appearance of speedier combat in the minds of the players. Because I can take half my move-- as well as free, immediate, ro swift actions-- on every segment when I am not in a Delay (and immediate actions even during a Delay), it creates the impression of a more fluid battlefield in my imagination. But since this is role-playing, what people see in their minds is important and affects how much fun they have.</p><p></p><p>Like I said, your card thing makes good sense. The visual aid I imagine for this system is that the GM could draw up a circle, divide it into six pieces (like a Trivial Pursuit piece), then place a counter for each participant on the segment they participate in. Then, each time they act, he just moves the counter x number of segments around to show when the character can act again, and continues clockwise continuously.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 3564472, member: 24719"] Your 3x5 card technique sounds like a good fix for normal d20 initiative. I do find tracking initiative for a large number of people to be a drag sometimes, but it seems like you have a work around. Part of the the idea is for characters who do something less fun than fighting-- like just moving-- in their turn to get back to participating faster. So if the big fighter with a battleaxe and 3 iterative attacks takes a full action to use all those attacks on Segment 2, then the rogue moves on segments 3,4, and 5 because the main bad guy is escaping across the courtyard, he still gets his one knife attack in on segment 6 before the big fighter gets to roll his 3 attacks. (The example also illustrates that the system rewards smaller weapons a bit without getting into all the nonsense of 2nd Edition speed factors, making high damage weapons less of a no-brainer choice.) Admittedly, the faster pace may just be the appearance of speedier combat in the minds of the players. Because I can take half my move-- as well as free, immediate, ro swift actions-- on every segment when I am not in a Delay (and immediate actions even during a Delay), it creates the impression of a more fluid battlefield in my imagination. But since this is role-playing, what people see in their minds is important and affects how much fun they have. Like I said, your card thing makes good sense. The visual aid I imagine for this system is that the GM could draw up a circle, divide it into six pieces (like a Trivial Pursuit piece), then place a counter for each participant on the segment they participate in. Then, each time they act, he just moves the counter x number of segments around to show when the character can act again, and continues clockwise continuously. [/QUOTE]
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