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General Tabletop Discussion
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(Homebrew) Dynamic Initiative System, 4 year feedback
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<blockquote data-quote="toucanbuzz" data-source="post: 8127110" data-attributes="member: 19270"><p>Pretty easy. I personally use scratch paper and/or a dry erase board if there's battlefield or effects on my monsters, and I put the onus on players to track their own durations/bonus effects. Some do it with extra dice.</p><p></p><p><strong>Example: </strong>player hits Ogre with <em>guiding bolt</em> on Initiative 3, which by design is supposed to last exactly 1 round. Because it's a player bonus (they get advantage), the player who cast it should know to track it. However, out of habit, I'd probably scribble "adv3" under the Ogre's hp line anyways. <em>There is 1 ability written a bit wonky in D&D, and that's the monk stunning strike. By wording, it lasts exactly 1 round (the monk's next turn). By design, it's supposed to keep the enemy incapacitated through the enemy's next turn. To avoid a scenario where the ogre goes first, the monk stuns him, 1 round passes, and the ogre goes again, effectively never losing an action, we'd rule the monk's stunning strike really means: target incapacitated 1 round and loses its next turn. This is a super specific oddball example, but because it's a player class, wanted to toss that out. </em></p><p> </p><p></p><p>Yep, it's about keeping them involved, though there's times you know no one can help you and the roll is pointless. <em>It gets a little jenky, I'll agree, that someone unconscious could pop up and moments grasp and assess the situation, but the RAW and all prior editions have always played it this way, so wanted to keep it in line that if you're back in, you're back in 100% and ready.</em></p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8127110, member: 19270"] Pretty easy. I personally use scratch paper and/or a dry erase board if there's battlefield or effects on my monsters, and I put the onus on players to track their own durations/bonus effects. Some do it with extra dice. [B]Example: [/B]player hits Ogre with [I]guiding bolt[/I] on Initiative 3, which by design is supposed to last exactly 1 round. Because it's a player bonus (they get advantage), the player who cast it should know to track it. However, out of habit, I'd probably scribble "adv3" under the Ogre's hp line anyways. [I]There is 1 ability written a bit wonky in D&D, and that's the monk stunning strike. By wording, it lasts exactly 1 round (the monk's next turn). By design, it's supposed to keep the enemy incapacitated through the enemy's next turn. To avoid a scenario where the ogre goes first, the monk stuns him, 1 round passes, and the ogre goes again, effectively never losing an action, we'd rule the monk's stunning strike really means: target incapacitated 1 round and loses its next turn. This is a super specific oddball example, but because it's a player class, wanted to toss that out. [/I] Yep, it's about keeping them involved, though there's times you know no one can help you and the roll is pointless. [I]It gets a little jenky, I'll agree, that someone unconscious could pop up and moments grasp and assess the situation, but the RAW and all prior editions have always played it this way, so wanted to keep it in line that if you're back in, you're back in 100% and ready.[/I] [/QUOTE]
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