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Gandalf Initiative...more Mearls Initiative Fallout
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<blockquote data-quote="Miladoon" data-source="post: 7175663" data-attributes="member: 6801438"><p>[MENTION=29398]Lanefan[/MENTION] Have some XP.</p><p></p><p>Ties can be resolved by the book. No worries.</p><p></p><p>Considering re-ordering, a new system springs to mind. Colorless 3d6, rolling then freely ordering the dice results into an Action, Movement, and Bonus. The players will have to keep track of what they did, so they don't take two Actions or Moves or whatnot. </p><p></p><p>Regarding your example, with the color system, I like the idea of letting players take the Ready Action if they roll a high Blue die and a low Green die. So a Melee character can Ready her attack before her move and then attack when an enemy is in range. With the color system, a mook could approach her before her movement, triggering her attack or she could move past the mook and reach the Boss then let the attack trigger. The excitement builds for the player because they can get to the boss but may take an AoO from the mook, or cinematically confront the mook before reaching the bossbaddy.</p><p></p><p>Carrying a die result over to the next round does not build up. It is a way to take the higher roll if you roll low for the next round. Maybe think of it like, roll 3d6 drop lowest, then replace it with the reserved die. The reason I added this was to give players, that do not use all their actions in a round, an advantage in the next round, per the thread ideas posted above. Also, it was pointed out that bonus actions are not always associated with a primary action, so I kept the Bonus Dice separated. (ex, Bardic Inspiration)</p><p></p><p>Finally, this proposal is in effort to keep to the heart of 5E but drastically changing the over simplified, IMHO, initiative system. So, things like different dice for range, melee, spell casting, and interruptibility are lovingly left out.</p></blockquote><p></p>
[QUOTE="Miladoon, post: 7175663, member: 6801438"] [MENTION=29398]Lanefan[/MENTION] Have some XP. Ties can be resolved by the book. No worries. Considering re-ordering, a new system springs to mind. Colorless 3d6, rolling then freely ordering the dice results into an Action, Movement, and Bonus. The players will have to keep track of what they did, so they don't take two Actions or Moves or whatnot. Regarding your example, with the color system, I like the idea of letting players take the Ready Action if they roll a high Blue die and a low Green die. So a Melee character can Ready her attack before her move and then attack when an enemy is in range. With the color system, a mook could approach her before her movement, triggering her attack or she could move past the mook and reach the Boss then let the attack trigger. The excitement builds for the player because they can get to the boss but may take an AoO from the mook, or cinematically confront the mook before reaching the bossbaddy. Carrying a die result over to the next round does not build up. It is a way to take the higher roll if you roll low for the next round. Maybe think of it like, roll 3d6 drop lowest, then replace it with the reserved die. The reason I added this was to give players, that do not use all their actions in a round, an advantage in the next round, per the thread ideas posted above. Also, it was pointed out that bonus actions are not always associated with a primary action, so I kept the Bonus Dice separated. (ex, Bardic Inspiration) Finally, this proposal is in effort to keep to the heart of 5E but drastically changing the over simplified, IMHO, initiative system. So, things like different dice for range, melee, spell casting, and interruptibility are lovingly left out. [/QUOTE]
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