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<blockquote data-quote="Fralex" data-source="post: 6630980" data-attributes="member: 6785902"><p>Well, I should preface this by saying I've only done this for a three-character game, so I don't know how it works with a larger group. But I'm inclined to believe it won't be much different from my experience. The main thing is that it removes all the time wasted by players who weren't prepared to take their turns, or weren't paying attention to the fight. Everyone is involved at every point in the encounter, because you're either waiting for someone to finish their turn (which won't be more than a few die rolls since they already declared what they'd do), taking your own turn (and again, your only two options are roll the dice for your declared action or don't take an action at all), or tensely listening for your number and hoping no other people's numbers come up first (especially those of monsters that could potentially ruin your plan for your turn). In addition, it removes all the time the DM spends writing down each player's initiative, because they just keep their numbers in their heads or note them down themselves. Sure, that only would happen at the start of combat, but remember combat tends to be shorter in this edition.</p><p></p><p>You still have to roll initiative for monsters each round if you're the DM, and that might still need something to write on, but it's not that big a deal. You tell the players what the monsters seem to be planning to do with their turns just like they do to you.</p><p></p><p>The different weapon speeds and stuff you don't even have to use, though I used them and they were really easy to remember. It made things more interesting than confusing.</p><p></p><p>The Angry DM also recently endorsed this method, if you'd rather learn about it in a <a href="http://angrydm.com/2015/02/fine-i-wrote-about-speed-factor-initiative-in-dd-5e/" target="_blank">large, ornery rant</a>.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6630980, member: 6785902"] Well, I should preface this by saying I've only done this for a three-character game, so I don't know how it works with a larger group. But I'm inclined to believe it won't be much different from my experience. The main thing is that it removes all the time wasted by players who weren't prepared to take their turns, or weren't paying attention to the fight. Everyone is involved at every point in the encounter, because you're either waiting for someone to finish their turn (which won't be more than a few die rolls since they already declared what they'd do), taking your own turn (and again, your only two options are roll the dice for your declared action or don't take an action at all), or tensely listening for your number and hoping no other people's numbers come up first (especially those of monsters that could potentially ruin your plan for your turn). In addition, it removes all the time the DM spends writing down each player's initiative, because they just keep their numbers in their heads or note them down themselves. Sure, that only would happen at the start of combat, but remember combat tends to be shorter in this edition. You still have to roll initiative for monsters each round if you're the DM, and that might still need something to write on, but it's not that big a deal. You tell the players what the monsters seem to be planning to do with their turns just like they do to you. The different weapon speeds and stuff you don't even have to use, though I used them and they were really easy to remember. It made things more interesting than confusing. The Angry DM also recently endorsed this method, if you'd rather learn about it in a [URL="http://angrydm.com/2015/02/fine-i-wrote-about-speed-factor-initiative-in-dd-5e/"]large, ornery rant[/URL]. [/QUOTE]
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