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How Do You View the Combat Round in 5E?
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<blockquote data-quote="DND_Reborn" data-source="post: 8135885" data-attributes="member: 6987520"><p>It worked well really and if it wasn't for allowing the new DM to learn everything RAW we would probably still be using it. We did reverse declaration, so lowest roll declared first. At the time we had 4 players in the group. At the time, we use the Alert feat for a +1 modifier to the d6 roll, so a roll of 6 with Alert in essence was a "7" and would always go first (except if another creature got a 6 with Alert as well of course). It became the benefit of having Alert, you always won ties. That is probably a better way of using it now that I think of it... </p><p></p><p>Otherwise, DEX plus any other ability mod added feature (like Tactical Wit adds INT) broke ties. So, my War Magic Wizard with DEX 16 and INT 18 (at level 20) got a "+7" for breaking ties. Also, because most monsters/NPCs had lower DEX scores anyway, we eventually just ruled it that PCs win ties over NPCs/monsters to keep it simpler.</p><p></p><p>So, this is how I would do it now:</p><ul> <li data-xf-list-type="ul">Everyone rolls 1d6. If you have advantage due to a magic item (Sentinel Shield) or a class feature, roll 2d6 and use the higher die.</li> <li data-xf-list-type="ul">The Alert feat wins all ties. Alert does not add +5 to Initiative.</li> <li data-xf-list-type="ul">The higher DEX mod (plus any other ability modifiers due to class features that benefit initiative) wins in a tie.</li> <li data-xf-list-type="ul">Monsters/NPCs lose all ties.</li> </ul><p></p><p>PROs:</p><ul> <li data-xf-list-type="ul">Quicker to count out for the DM. Instead of asking 20 or higher, then 15-20, then 10-15, etc. counting down in groups, it was 6's? 5's? etc. With only a handful of PCs, the DM quickly remembers whose PCs will win ties.</li> <li data-xf-list-type="ul">No adding of DEX or others to your dice roll. One of our members is <em>very</em> mathematically challenged. Even now he sometimes has to think about what he is doing. He has a barbarian and has to remember to add STR <em>along</em> with his Rage damage when he hits. It is like, mentally, he only wants to add one or the other. <em>shrug</em></li> <li data-xf-list-type="ul">The rules on breaking ties makes it quick. Under Initiative, we used the DEX mod plus whatever else. So, if you tied, you just called out your number when the DM asked. If you had Alert, you just said "Alert" and the DM knew you automatically won.</li> </ul><p></p><p>CONs:</p><p>* As expected, you get a lot more ties LOL! But, it adapts quickly IMO.</p><p></p><p>Otherwise, narratively it works the same, but you can more image the "timing" of the round. In "action", each countdown is a second of time passing.</p><p></p><p></p><p>Two days ago. TCoE and the discussions on race, alignment, etc. recently made me realize it is time for 6E IMO before 5E gets worse.</p><p></p><p>We played our Frostmaiden game yesterday and one of the players got TCoE and was asking me about this option and that option and this new subclass, etc. It was <em>SO</em> frustrating! I just told him, "No, I haven't had time to review it all in depth and I don't want to just start adding things." I hate letting players down in that sense and denying them options they think would be fun, but I have to judge everything from a gameplay balance issue as the current DM.</p><p></p><p>Anyway, I wish WoTC had left all such things as UA material, but with the intent to gather feedback to determine if such concepts would be well received in 6E instead of just throwing more and more into 5E.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8135885, member: 6987520"] It worked well really and if it wasn't for allowing the new DM to learn everything RAW we would probably still be using it. We did reverse declaration, so lowest roll declared first. At the time we had 4 players in the group. At the time, we use the Alert feat for a +1 modifier to the d6 roll, so a roll of 6 with Alert in essence was a "7" and would always go first (except if another creature got a 6 with Alert as well of course). It became the benefit of having Alert, you always won ties. That is probably a better way of using it now that I think of it... Otherwise, DEX plus any other ability mod added feature (like Tactical Wit adds INT) broke ties. So, my War Magic Wizard with DEX 16 and INT 18 (at level 20) got a "+7" for breaking ties. Also, because most monsters/NPCs had lower DEX scores anyway, we eventually just ruled it that PCs win ties over NPCs/monsters to keep it simpler. So, this is how I would do it now: [LIST] [*]Everyone rolls 1d6. If you have advantage due to a magic item (Sentinel Shield) or a class feature, roll 2d6 and use the higher die. [*]The Alert feat wins all ties. Alert does not add +5 to Initiative. [*]The higher DEX mod (plus any other ability modifiers due to class features that benefit initiative) wins in a tie. [*]Monsters/NPCs lose all ties. [/LIST] PROs: [LIST] [*]Quicker to count out for the DM. Instead of asking 20 or higher, then 15-20, then 10-15, etc. counting down in groups, it was 6's? 5's? etc. With only a handful of PCs, the DM quickly remembers whose PCs will win ties. [*]No adding of DEX or others to your dice roll. One of our members is [I]very[/I] mathematically challenged. Even now he sometimes has to think about what he is doing. He has a barbarian and has to remember to add STR [I]along[/I] with his Rage damage when he hits. It is like, mentally, he only wants to add one or the other. [I]shrug[/I] [*]The rules on breaking ties makes it quick. Under Initiative, we used the DEX mod plus whatever else. So, if you tied, you just called out your number when the DM asked. If you had Alert, you just said "Alert" and the DM knew you automatically won. [/LIST] CONs: * As expected, you get a lot more ties LOL! But, it adapts quickly IMO. Otherwise, narratively it works the same, but you can more image the "timing" of the round. In "action", each countdown is a second of time passing. Two days ago. TCoE and the discussions on race, alignment, etc. recently made me realize it is time for 6E IMO before 5E gets worse. We played our Frostmaiden game yesterday and one of the players got TCoE and was asking me about this option and that option and this new subclass, etc. It was [I]SO[/I] frustrating! I just told him, "No, I haven't had time to review it all in depth and I don't want to just start adding things." I hate letting players down in that sense and denying them options they think would be fun, but I have to judge everything from a gameplay balance issue as the current DM. Anyway, I wish WoTC had left all such things as UA material, but with the intent to gather feedback to determine if such concepts would be well received in 6E instead of just throwing more and more into 5E. [/QUOTE]
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