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General Tabletop Discussion
*Dungeons & Dragons
If you use Group Initiative (like my group does), why do you use it?
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<blockquote data-quote="Shadai" data-source="post: 6718463" data-attributes="member: 6801949"><p>I already put down how I like to do initiative in this thread located at the top of page 3 (don't be like the OP and tl;dr it, its not as complex as you think). Since mine allows for players and bad guys to be intermixed, it's not as "swingy" as group init. </p><p></p><p>Which is the real problem with group init. Great if you go first. Bad if you go second.</p><p></p><p>Sure it's easier. But that ease has a cost. First you are in a way punishing the players who put points into init to make it better. Some take a weird sense of pride in their Init score. Second it makes combat "swingy" like I said before. Even outside the first round of combat it makes combat more difficult to judge. As a DM I like to have encounters that are challenging, not overpowering. Group Init makes it so whatever encounter I have designed better have a good beginning soak or the players are just going to roll right through it if they win initiative.</p><p></p><p>I'm not saying its bad, I'm just saying the ease makes difficulties elsewhere.</p></blockquote><p></p>
[QUOTE="Shadai, post: 6718463, member: 6801949"] I already put down how I like to do initiative in this thread located at the top of page 3 (don't be like the OP and tl;dr it, its not as complex as you think). Since mine allows for players and bad guys to be intermixed, it's not as "swingy" as group init. Which is the real problem with group init. Great if you go first. Bad if you go second. Sure it's easier. But that ease has a cost. First you are in a way punishing the players who put points into init to make it better. Some take a weird sense of pride in their Init score. Second it makes combat "swingy" like I said before. Even outside the first round of combat it makes combat more difficult to judge. As a DM I like to have encounters that are challenging, not overpowering. Group Init makes it so whatever encounter I have designed better have a good beginning soak or the players are just going to roll right through it if they win initiative. I'm not saying its bad, I'm just saying the ease makes difficulties elsewhere. [/QUOTE]
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If you use Group Initiative (like my group does), why do you use it?
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