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(Homebrew) Dynamic Initiative System, 4 year feedback
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<blockquote data-quote="touc" data-source="post: 8127091" data-attributes="member: 19270"><p>Yep, that's a plus when players aren't bored, checking their phones, flipping through random books, etc. Combat rounds run too quickly now for that.</p><p></p><p>Sure, and you've found some errors/errata on my end.</p><p></p><p>Dash grants extra movement, so the +2 "cost" for movement would not apply. In contrast, Disengage <em>modifies</em> existing movement, so the +2 would be necessary to take advantage of it.</p><p></p><p><strong>Substituting an Action examples: </strong></p><ul> <li data-xf-list-type="ul"><strong>Rath the Rogue </strong>declares he's attacking with his short bow (d8) and wants to act quickly, so he doesn't add +2 for movement. He rolls a 3. The odds are on his side that he will fire before an enemy can close ranks. An orc 30' away is going to attack with its great axe (d10). The DM knows the orc has the trait <em>Aggressive </em>(as bonus action move up to your speed at an enemy), so the orc doesn't add +2 for normal movement. The orc rolls a 1. Using its bonus action movement, it surprises poor Rath and closes ranks before he can get a shot off. Rath lives and now has some decisions on his turn. He could (1) attack with the bow, albeit with disadvantage, (2) use his Cunning Action feature to "Dash" away as a bonus action (<em>remember, he cannot choose Disengage because he didn't add 2 for movement</em>), risking an attack of opportunity, (3) freely substitute a Dodge action for the rest of the round, or hell even (4) use the bow like an improvised club.</li> <li data-xf-list-type="ul">Now, let's assume Rath added +2 for movement. He goes on a 5 now, but if the orc gets to him first, he can use Cunning Action to Disengage, then get off his shot, if he wants. <em>It's really all about how the battlefield looks on whether Rath would want to do this. Rath has no idea whether the orc will go first, and this adds some tension to what he decides to do or not do in a round.</em></li> <li data-xf-list-type="ul"><strong>Delsenora the Wizard </strong>is casting <em>lightning bolt</em> at the enemies coming from the other side of the hallway and doesn't need to move. Against her wishes, another player who didn't listen to what she declared (or thought it was too risky), kills some of those orcs, leaving just one. Delsenora knows this is a big dungeon and wants to save a precious 3rd level slot. On her turn, she can substitute Dash or Dodge, but not Disengage because she didn't declare the +2 for normal movement. <em>Again, battlefield setup. Outdoors, she likely would want to move to get a better shot at the enemies, whereas in the hallway they were a nice fit for that spell. And, this is the importance of talking to fellow players during declaration phases if you "have a plan." </em></li> </ul><p></p><p></p><p>Error/typo. Original design players were not locked into a specific spell. This ended up with the same "analysis paralysis" issue of the d20 system and was axed.</p><p></p><p>Only if you declare a d4 action. It lowers whatever die you would roll by 1 step. This caused me to check notes: Initiative needs to remain named an ability check so classes that have features that improve initiative (swashbuckler, bard, champion) don't lose this. There may not be many, but it's a feature of their classes I don't want them to lose. This has been part of the prior version and I currently have a gamer (swashbuckler) making use of it. Errata needs added that multiple sources of initiative improvement don't stack, no more than advantage does.</p></blockquote><p></p>
[QUOTE="touc, post: 8127091, member: 19270"] Yep, that's a plus when players aren't bored, checking their phones, flipping through random books, etc. Combat rounds run too quickly now for that. Sure, and you've found some errors/errata on my end. Dash grants extra movement, so the +2 "cost" for movement would not apply. In contrast, Disengage [I]modifies[/I] existing movement, so the +2 would be necessary to take advantage of it. [B]Substituting an Action examples: [/B] [LIST] [*][B]Rath the Rogue [/B]declares he's attacking with his short bow (d8) and wants to act quickly, so he doesn't add +2 for movement. He rolls a 3. The odds are on his side that he will fire before an enemy can close ranks. An orc 30' away is going to attack with its great axe (d10). The DM knows the orc has the trait [I]Aggressive [/I](as bonus action move up to your speed at an enemy), so the orc doesn't add +2 for normal movement. The orc rolls a 1. Using its bonus action movement, it surprises poor Rath and closes ranks before he can get a shot off. Rath lives and now has some decisions on his turn. He could (1) attack with the bow, albeit with disadvantage, (2) use his Cunning Action feature to "Dash" away as a bonus action ([I]remember, he cannot choose Disengage because he didn't add 2 for movement[/I]), risking an attack of opportunity, (3) freely substitute a Dodge action for the rest of the round, or hell even (4) use the bow like an improvised club. [*]Now, let's assume Rath added +2 for movement. He goes on a 5 now, but if the orc gets to him first, he can use Cunning Action to Disengage, then get off his shot, if he wants. [I]It's really all about how the battlefield looks on whether Rath would want to do this. Rath has no idea whether the orc will go first, and this adds some tension to what he decides to do or not do in a round.[/I] [*][B]Delsenora the Wizard [/B]is casting [I]lightning bolt[/I] at the enemies coming from the other side of the hallway and doesn't need to move. Against her wishes, another player who didn't listen to what she declared (or thought it was too risky), kills some of those orcs, leaving just one. Delsenora knows this is a big dungeon and wants to save a precious 3rd level slot. On her turn, she can substitute Dash or Dodge, but not Disengage because she didn't declare the +2 for normal movement. [I]Again, battlefield setup. Outdoors, she likely would want to move to get a better shot at the enemies, whereas in the hallway they were a nice fit for that spell. And, this is the importance of talking to fellow players during declaration phases if you "have a plan." [/I] [/LIST] Error/typo. Original design players were not locked into a specific spell. This ended up with the same "analysis paralysis" issue of the d20 system and was axed. Only if you declare a d4 action. It lowers whatever die you would roll by 1 step. This caused me to check notes: Initiative needs to remain named an ability check so classes that have features that improve initiative (swashbuckler, bard, champion) don't lose this. There may not be many, but it's a feature of their classes I don't want them to lose. This has been part of the prior version and I currently have a gamer (swashbuckler) making use of it. Errata needs added that multiple sources of initiative improvement don't stack, no more than advantage does. [/QUOTE]
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