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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="DND_Reborn" data-source="post: 8127320" data-attributes="member: 6987520"><p>Perhaps, because the situation is "set" at the beginning of the round, the players have only to deal with the present scenario as it stands. With being able to make your choice as the situation continues to change, you have to reassess the situation when your turn comes up. Also, at the beginning of a round, everyone tends to be paying more attention, but once initiative is rolled everyone is just waiting for their turn, so some players might not be as attentive and it will take longer, especially if they need a recap (which I do see happening from time to time).</p><p></p><p></p><p>But once you roll, you do know if you can get there in time, etc.</p><p></p><p>I suppose if you deny players the option to change their declarations, it could lead to some strange situations ("Hey, Bob went down! We have to save him!" and everyone declares to save Bob, but once the first PC has done it, the others have wasted actions).</p><p></p><p></p><p>It was my solution for spells when I did my own variant of the Greyhawk system. I think the d4, d8, d10 route is a good one as well. I hope it helps your system and works for you.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8127320, member: 6987520"] Perhaps, because the situation is "set" at the beginning of the round, the players have only to deal with the present scenario as it stands. With being able to make your choice as the situation continues to change, you have to reassess the situation when your turn comes up. Also, at the beginning of a round, everyone tends to be paying more attention, but once initiative is rolled everyone is just waiting for their turn, so some players might not be as attentive and it will take longer, especially if they need a recap (which I do see happening from time to time). But once you roll, you do know if you can get there in time, etc. I suppose if you deny players the option to change their declarations, it could lead to some strange situations ("Hey, Bob went down! We have to save him!" and everyone declares to save Bob, but once the first PC has done it, the others have wasted actions). It was my solution for spells when I did my own variant of the Greyhawk system. I think the d4, d8, d10 route is a good one as well. I hope it helps your system and works for you. [/QUOTE]
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(Homebrew) Dynamic Initiative System, 4 year feedback
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