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General Tabletop Discussion
*Dungeons & Dragons
(Homebrew) Dynamic Initiative System, 4 year feedback
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<blockquote data-quote="toucanbuzz" data-source="post: 8126687" data-attributes="member: 19270"><p>One year ago, <a href="https://www.enworld.org/threads/initiative-system-player-choice-matters-playtest-results.668816/" target="_blank">I posted updates</a> on playtest of a dynamic initiative system, inspired by Mike Mearls, AD&D, and Matt Colville commentary, wherein players (and monsters) declare actions at the same time each round, then roll a die based off that choice to determine initiative. Lowest goes first, and player choice rules the day. I'm now into year 4, and a 2nd group thanks to a career move, of actual play with this type of system, with players who all have also used the default d20 system.</p><p></p><p><strong>Universal conclusion:</strong> dynamic initiative for them is faster and more interesting, largely because 90% of decision making is now happening at the same time rather than 1 at a time. Further, the learning curve is minimal (roughly 2-3 combats). Even so, playtest revealed some issues, including a handful raised 1 year ago by the awesome folks in this community. So, attached are (1) my handout version (that goes on the front of my DM screen), and (2) the more detailed notes for a DM, including playtest notes that led to revision.</p><p></p><p>Anyhow, if you're looking for something that adds an extra element of strategy to your game by removing the sheer randomness of initiative, all without a major learning curve, take a peek.</p><p></p><p><strong>EDIT: </strong>added v2.1, which incorporates a rec by [USER=6987520]@dnd4vr[/USER] for spell casting times, cleans up some errors and clarifying language, and incorporates what to do if a player declares a dagger throw then with Extra Attack pulls out a great axe.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8126687, member: 19270"] One year ago, [URL='https://www.enworld.org/threads/initiative-system-player-choice-matters-playtest-results.668816/']I posted updates[/URL] on playtest of a dynamic initiative system, inspired by Mike Mearls, AD&D, and Matt Colville commentary, wherein players (and monsters) declare actions at the same time each round, then roll a die based off that choice to determine initiative. Lowest goes first, and player choice rules the day. I'm now into year 4, and a 2nd group thanks to a career move, of actual play with this type of system, with players who all have also used the default d20 system. [B]Universal conclusion:[/B] dynamic initiative for them is faster and more interesting, largely because 90% of decision making is now happening at the same time rather than 1 at a time. Further, the learning curve is minimal (roughly 2-3 combats). Even so, playtest revealed some issues, including a handful raised 1 year ago by the awesome folks in this community. So, attached are (1) my handout version (that goes on the front of my DM screen), and (2) the more detailed notes for a DM, including playtest notes that led to revision. Anyhow, if you're looking for something that adds an extra element of strategy to your game by removing the sheer randomness of initiative, all without a major learning curve, take a peek. [B]EDIT: [/B]added v2.1, which incorporates a rec by [USER=6987520]@dnd4vr[/USER] for spell casting times, cleans up some errors and clarifying language, and incorporates what to do if a player declares a dagger throw then with Extra Attack pulls out a great axe. [/QUOTE]
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