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*Dungeons & Dragons
First Strike: Initiative in Next
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<blockquote data-quote="KidSnide" data-source="post: 5858231" data-attributes="member: 54710"><p>I'd like to see an initiative system that gives credit to fast characters, but doesn't begin every combat with going around the table getting initiative scores in order. That's OK for a combat that's going to take 30-60 minutes, but I don't want to begin a 5 minute combat with 2 minutes of bookkeeping. </p><p></p><p>One possibility that I've been considering is lumping combat into four phases and characters just go on the phase that is determined by their initiative roll:</p><p>16-20: Phase 1</p><p>11-15: Phase 2</p><p>6-10: Phase 3</p><p>1-5: Phase 4</p><p></p><p>Anyone who rolls over 20, subtracts 20 from their score, but then gets to join a surprise round where only the 21+ characters go. Then they join the regular set of initiative. Characters who roll under 20 (perhaps from a surprise penalty), miss their first turn, but then add 20 to the roll to slot into the second round of combat. (This assumes small bonuses, large bonuses alter the four phases as usual.) You could also think of the table like this:</p><p></p><p>36-40: Phase 1, Surprise Action</p><p>31-35: Phase 2, Surprise Action</p><p>26-30: Phase 3, Surprise Action</p><p>21-25: Phase 4, Surprise Action</p><p>16-20: Phase 1</p><p>11-15: Phase 2</p><p>6-10: Phase 3</p><p>1-5: Phase 4</p><p>-4 to 0: Phase 1, Miss First Turn</p><p>-9 to -5: Phase 2, Miss First Turn</p><p></p><p>DMs can put monsters on the phases or slot them between phases per their preference.</p><p></p><p>This will generate a bunch of PCs going at the same time, but I see that as a good thing. The conflicts don't matter much if you're not using a map and having players rolling at the same time speeds things up. Also, <em>its combat</em> -- a little chaos adds to the fun. If a particular order matters, the characters can always delay a slot.</p><p></p><p>But the real joy is that you just have to cycle through Phases 1-4. Characters are doing things in parallel (which speeds things up) and you can begin combat by just jumping in.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5858231, member: 54710"] I'd like to see an initiative system that gives credit to fast characters, but doesn't begin every combat with going around the table getting initiative scores in order. That's OK for a combat that's going to take 30-60 minutes, but I don't want to begin a 5 minute combat with 2 minutes of bookkeeping. One possibility that I've been considering is lumping combat into four phases and characters just go on the phase that is determined by their initiative roll: 16-20: Phase 1 11-15: Phase 2 6-10: Phase 3 1-5: Phase 4 Anyone who rolls over 20, subtracts 20 from their score, but then gets to join a surprise round where only the 21+ characters go. Then they join the regular set of initiative. Characters who roll under 20 (perhaps from a surprise penalty), miss their first turn, but then add 20 to the roll to slot into the second round of combat. (This assumes small bonuses, large bonuses alter the four phases as usual.) You could also think of the table like this: 36-40: Phase 1, Surprise Action 31-35: Phase 2, Surprise Action 26-30: Phase 3, Surprise Action 21-25: Phase 4, Surprise Action 16-20: Phase 1 11-15: Phase 2 6-10: Phase 3 1-5: Phase 4 -4 to 0: Phase 1, Miss First Turn -9 to -5: Phase 2, Miss First Turn DMs can put monsters on the phases or slot them between phases per their preference. This will generate a bunch of PCs going at the same time, but I see that as a good thing. The conflicts don't matter much if you're not using a map and having players rolling at the same time speeds things up. Also, [i]its combat[/i] -- a little chaos adds to the fun. If a particular order matters, the characters can always delay a slot. But the real joy is that you just have to cycle through Phases 1-4. Characters are doing things in parallel (which speeds things up) and you can begin combat by just jumping in. -KS [/QUOTE]
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