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Improved Initiative: Balanced?
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<blockquote data-quote="Zerovoid" data-source="post: 143266" data-attributes="member: 283"><p>Due to the cyclical nature of iniative, going first gives you at most one more action than your opponents. You also get the chance to catch them flat footed, which is good for rogues, and arcane casters like the opportunity to get off fireballs before the fighters can get in their way.</p><p></p><p>The one possible attack at the beginning of the combat is really all you can get though. Once you have taken your action, and its your opponent's turn, it doesn't matter for future purposes whether you just went, or whether you rolled badly and are going last. You still have to wait the same amount of time between your respective attacks. Combat rounds are cyclical, and once they've began, it doesn't really matter who went in what order previously. Imp Init only seems good if you're thinking of iniative in individual rounds.</p></blockquote><p></p>
[QUOTE="Zerovoid, post: 143266, member: 283"] Due to the cyclical nature of iniative, going first gives you at most one more action than your opponents. You also get the chance to catch them flat footed, which is good for rogues, and arcane casters like the opportunity to get off fireballs before the fighters can get in their way. The one possible attack at the beginning of the combat is really all you can get though. Once you have taken your action, and its your opponent's turn, it doesn't matter for future purposes whether you just went, or whether you rolled badly and are going last. You still have to wait the same amount of time between your respective attacks. Combat rounds are cyclical, and once they've began, it doesn't really matter who went in what order previously. Imp Init only seems good if you're thinking of iniative in individual rounds. [/QUOTE]
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Improved Initiative: Balanced?
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