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How did initiative rules make casters stronger in 3E?
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<blockquote data-quote="ExploderWizard" data-source="post: 4867047" data-attributes="member: 66434"><p>AD&D initiative was a bit complex with all the speed factors, segments, and variable casting times. It provided tactical options for spell and weapon use that has value on some level. </p><p> </p><p>For example, when playing 3E, the wizards in our games rarely used wands for offensive magic since the actual spell would usually be more effective and have a higher DC than a stock wand spell. In our old AD&D games, offensive wands and staves were treasured and used all the time since activating the device couldn't be disrupted like a spell.</p><p> </p><p>Basic D&D initiative kept things simple, fair, and even for all parties. A simple 1d6 roll for each side every round. A tie meant that all action happened simultaneously. All spells from both sides got cast and everyone got to act in the round even if they were killed or incapacitated "before" thier turn. </p><p> </p><p>The simplicity and utter lack of methods to influence the tide of battle from round to round helped create an excitement and tension that's harder to capture in a turn based game. IMHO in addition to helping keep casters from dominating, random initiative helped battles feel more chaotic and less like a game of chess. When hit points begin to drop and the round is over, the tension involved with really needing to win initiative is very cool.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4867047, member: 66434"] AD&D initiative was a bit complex with all the speed factors, segments, and variable casting times. It provided tactical options for spell and weapon use that has value on some level. For example, when playing 3E, the wizards in our games rarely used wands for offensive magic since the actual spell would usually be more effective and have a higher DC than a stock wand spell. In our old AD&D games, offensive wands and staves were treasured and used all the time since activating the device couldn't be disrupted like a spell. Basic D&D initiative kept things simple, fair, and even for all parties. A simple 1d6 roll for each side every round. A tie meant that all action happened simultaneously. All spells from both sides got cast and everyone got to act in the round even if they were killed or incapacitated "before" thier turn. The simplicity and utter lack of methods to influence the tide of battle from round to round helped create an excitement and tension that's harder to capture in a turn based game. IMHO in addition to helping keep casters from dominating, random initiative helped battles feel more chaotic and less like a game of chess. When hit points begin to drop and the round is over, the tension involved with really needing to win initiative is very cool. [/QUOTE]
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How did initiative rules make casters stronger in 3E?
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