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House Rule Help: Initiative
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<blockquote data-quote="jeffhartsell" data-source="post: 784018" data-attributes="member: 7748"><p>The one big difference in d20M in not having "refocus" is that you cannot delay until the end of the round and then refocus and then keep delaying to see what people do and then go before someone else (go on initiative X when someone else is lower than X; with delaying you cannot act before someone on the same initiative).</p><p></p><p>This is a great tactic for spellcasters because they can hang out delaying most of the battle and then go right when they need to cast a spell before bad guys or moving in to cast a heal when it is needed.</p><p></p><p>In d20M, you can only effectively delay through the first round. After that point, if you delayed until the "end" of a round, you give up your action and then everyone else goes. You can then never be higher than the end and are stuck in that order.</p><p></p><p>With delay AND refocus, you don't really give up your action; you just keep moving your action until you fell like you need to do something useful. After you get a new initiative, on your next action you can again delay AND refocus to re-start the waiting game.</p><p></p><p>This is a subtle difference between DnD and d20M.</p><p></p><p>For example DND: Initiative scores (Wiz has +4 initiative. Clr +2)</p><p></p><p>Round 1: Wiz 23, Rog 19, Baddies 15, Clr 10, Ftr 8, Baddies 4</p><p>Wiz is delaying and does nothing then refocus</p><p>Round 2: Wiz 24, Rog 19, Baddies 15, Clr 10, Ftr 8, Baddies 4</p><p>Wiz blasts some baddies. Clr delays and refocus.</p><p>Round 3: Wiz 24, Clr 22, Rog 19, Baddies 15, Ftr 8, Baddies 4</p><p>Through the entire round the Wiz and Clr can delay until they *WANT* to act.</p><p></p><p>For example d20M: Initiative scores (Mage has +4 initiative. Acolyte +2)</p><p></p><p>Round 1: Mage 23, Rog 19, Baddies 15, Aco 10, Ftr 8, Baddies 4</p><p>Mage is delaying and blasts baddies</p><p>Round 2: Rog 19, Baddies 15, Aco 10, Ftr 8, Baddies 4, Mage 3</p><p>Acolyte delays. Wiz goes at end of round. </p><p>Round 3: Rog 19, Baddies 15, Ftr 8, Baddies 4, Mage 3, Acolyte 2</p><p>Mage and Acolyte really cannot delay anymore since it only will cause them to forfeit their actions.</p><p></p><p></p><p></p><p>This is not the case in DnD since you can refocus and be at the top of the order and then act as the need arises. The key difference is that in d20M you cannot delay indefinitely round after round until you want to go.</p></blockquote><p></p>
[QUOTE="jeffhartsell, post: 784018, member: 7748"] The one big difference in d20M in not having "refocus" is that you cannot delay until the end of the round and then refocus and then keep delaying to see what people do and then go before someone else (go on initiative X when someone else is lower than X; with delaying you cannot act before someone on the same initiative). This is a great tactic for spellcasters because they can hang out delaying most of the battle and then go right when they need to cast a spell before bad guys or moving in to cast a heal when it is needed. In d20M, you can only effectively delay through the first round. After that point, if you delayed until the "end" of a round, you give up your action and then everyone else goes. You can then never be higher than the end and are stuck in that order. With delay AND refocus, you don't really give up your action; you just keep moving your action until you fell like you need to do something useful. After you get a new initiative, on your next action you can again delay AND refocus to re-start the waiting game. This is a subtle difference between DnD and d20M. For example DND: Initiative scores (Wiz has +4 initiative. Clr +2) Round 1: Wiz 23, Rog 19, Baddies 15, Clr 10, Ftr 8, Baddies 4 Wiz is delaying and does nothing then refocus Round 2: Wiz 24, Rog 19, Baddies 15, Clr 10, Ftr 8, Baddies 4 Wiz blasts some baddies. Clr delays and refocus. Round 3: Wiz 24, Clr 22, Rog 19, Baddies 15, Ftr 8, Baddies 4 Through the entire round the Wiz and Clr can delay until they *WANT* to act. For example d20M: Initiative scores (Mage has +4 initiative. Acolyte +2) Round 1: Mage 23, Rog 19, Baddies 15, Aco 10, Ftr 8, Baddies 4 Mage is delaying and blasts baddies Round 2: Rog 19, Baddies 15, Aco 10, Ftr 8, Baddies 4, Mage 3 Acolyte delays. Wiz goes at end of round. Round 3: Rog 19, Baddies 15, Ftr 8, Baddies 4, Mage 3, Acolyte 2 Mage and Acolyte really cannot delay anymore since it only will cause them to forfeit their actions. This is not the case in DnD since you can refocus and be at the top of the order and then act as the need arises. The key difference is that in d20M you cannot delay indefinitely round after round until you want to go. [/QUOTE]
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