Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Headed for rune
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Herremann the Wise" data-source="post: 5621277" data-attributes="member: 11300"><p>I think initiative is certainly something that should be a little more intrinsic to combat rather than the admittedly easier but less rewarding set and forget style of 3e/4e.</p><p></p><p>Some ideas to ponder of a semi-cyclical system:</p><p></p><p>- <strong>Initiative</strong>. Imagine that a combatant's initiative value is always important and represents how well a combatant prepares and reacts in combat. Skill is as much a factor as reflexes; for example quick reactions are important but skillful combatants tend not to paint themselves into corners.</p><p></p><p>- <strong>Order</strong>. You have your initiative value and that determines the order of combatants. You <em>do not </em>roll to modify your initiative value. Every new round, everyone still goes in initiative order.</p><p></p><p>- <strong>Change in Initiative</strong>. Not often, but occasionally, a combatants initiative can change. If a combatant is dazed, they may lose 2 off of their initiative until they try to shake it off. If a combat is stunned, they may lose 8 off of their initiative as well as lose all their secondary actions (they can only perform their "standard" action - this has greater repercussions is you follow my standard/minor/multiple swift actions a round idea); again until they can shake it off. A slowed character might only lose 4 to their initiative but they cannot perform reactions.</p><p>However, there might also be ways of momentarily increasing your initiative such as if you ready at the end of a round, if you are hasted, or if you are critically successful in an action and thus spend a secondary action to push your character and get an edge in initiative. A leader might be able to increase his allies initiative at a critical point of a battle when he downs an opposing commander.</p><p></p><p>The important aspect here is that you are giving the "mundane/non-magical fighter" ways of reasonably affecting combatants that previously could only be achieved by magic or slightly far-fetched powers. You are providing another arena for the mundane fighter to excel at thus achieving balance between the fighters and the casters while maybe giving the casters a little of their mojo back.</p><p></p><p>- Movement and Initiative. If you want to do zones rather than formal concrete movement, I think the trick becomes that you want slower combatants declaring their movement first (and thus higher initiative combatants getting to react to that with possible opportunity actions as required). The higher your initiative the later you get to act (and thus get to put yourself in the choicest zone(s) with fewer people able to react to that movement). Not though that a defenders closing down of a zone still applies, even if the defender does not still technically have initiative on their quicker opponent. And so you effectively determine movement in <em>reverse initiative </em>order. Once combatants have been "positioned" in their zones, actions are then performed in standard initiative order as usual. I like the idea of having multiple actions in a round where they do not need to be performed on your initiative turn but any time on or after your turn in initiative, thus delaying is always free and does not affect your initiative capacity.</p><p></p><p>The Discrete Round. What happens then is each round tends to be its own discrete thing. You still need to provide the capacity to have actions spread across these discrete rounds. This is usually done by dumping all your actions into an action (such as climbing up to a ledge), that then is not paid off until a subsequent round (the next round, you are considered to be in that "Ledge Zone").</p><p></p><p>Just some food for thought. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5621277, member: 11300"] I think initiative is certainly something that should be a little more intrinsic to combat rather than the admittedly easier but less rewarding set and forget style of 3e/4e. Some ideas to ponder of a semi-cyclical system: - [B]Initiative[/B]. Imagine that a combatant's initiative value is always important and represents how well a combatant prepares and reacts in combat. Skill is as much a factor as reflexes; for example quick reactions are important but skillful combatants tend not to paint themselves into corners. - [b]Order[/b]. You have your initiative value and that determines the order of combatants. You [I]do not [/I]roll to modify your initiative value. Every new round, everyone still goes in initiative order. - [B]Change in Initiative[/B]. Not often, but occasionally, a combatants initiative can change. If a combatant is dazed, they may lose 2 off of their initiative until they try to shake it off. If a combat is stunned, they may lose 8 off of their initiative as well as lose all their secondary actions (they can only perform their "standard" action - this has greater repercussions is you follow my standard/minor/multiple swift actions a round idea); again until they can shake it off. A slowed character might only lose 4 to their initiative but they cannot perform reactions. However, there might also be ways of momentarily increasing your initiative such as if you ready at the end of a round, if you are hasted, or if you are critically successful in an action and thus spend a secondary action to push your character and get an edge in initiative. A leader might be able to increase his allies initiative at a critical point of a battle when he downs an opposing commander. The important aspect here is that you are giving the "mundane/non-magical fighter" ways of reasonably affecting combatants that previously could only be achieved by magic or slightly far-fetched powers. You are providing another arena for the mundane fighter to excel at thus achieving balance between the fighters and the casters while maybe giving the casters a little of their mojo back. - Movement and Initiative. If you want to do zones rather than formal concrete movement, I think the trick becomes that you want slower combatants declaring their movement first (and thus higher initiative combatants getting to react to that with possible opportunity actions as required). The higher your initiative the later you get to act (and thus get to put yourself in the choicest zone(s) with fewer people able to react to that movement). Not though that a defenders closing down of a zone still applies, even if the defender does not still technically have initiative on their quicker opponent. And so you effectively determine movement in [I]reverse initiative [/I]order. Once combatants have been "positioned" in their zones, actions are then performed in standard initiative order as usual. I like the idea of having multiple actions in a round where they do not need to be performed on your initiative turn but any time on or after your turn in initiative, thus delaying is always free and does not affect your initiative capacity. The Discrete Round. What happens then is each round tends to be its own discrete thing. You still need to provide the capacity to have actions spread across these discrete rounds. This is usually done by dumping all your actions into an action (such as climbing up to a ledge), that then is not paid off until a subsequent round (the next round, you are considered to be in that "Ledge Zone"). Just some food for thought. :) Best Regards Herremann the Wise [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Headed for rune
Top