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General Tabletop Discussion
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Initiative in 4E
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<blockquote data-quote="dmccoy1693" data-source="post: 3844610" data-attributes="member: 51747"><p>I'm with Mourn. The Exalted system is easy and smooth. And surprisingly fast. In truth, the Exalted/Scion tick system sounds complicated, but it is no more complicated then a player that gets stunned for 1d4 rounds, and reduce the number by 1 every round until you go again. The only difference is is that the DM calls out "Tick" and everyone reduces their die by 1 at the same time, and players know how long they are waiting depending on which action they take.</p><p></p><p><strong>EDIT: </strong> Another advantage: The DM has less book keeping (he only has to worry about the NPCs and not about the PCs combat order). Asside from that it is similar to 3.5's combat system. </p><p></p><p>Here's how it would work if applied to 3.5 (at least my interpretation):</p><p></p><p>Each weapon would have their own speed (Bows - speed 6, Most Light Weapons - speed 4, Most 1-handed weapons - speed 5, Most 2-Handed Weapons - speed 6)</p><p></p><p>Magical weapons could have their speed reduced by 1 for an equivilent of a +2 bonus. This would stack if you wanted to make to reduce its speed another 1. </p><p></p><p>Spell would fall into different categories (Swift/Quickened - speed 2, Standard action spells - speed 4, Full Round Action Spells - speed 6).</p><p></p><p><strong>EDIT #2:</strong> So here's how it would work. I'm going to build on Mourn's Example from post #9. </p><p></p><p><em>Joe has a bow, Sara has a rapier, and Norm is a wizard. Joe and sara are fighting Norm. Norm cast mage armor and shield before the battle. Sara has her counter die set to 2 and Norm has his set to 5. Joe goes first. He fires his bow at norm and misses. Joe sets his counter die to 6. </em></p><p><em></em></p><p><em>The DM calls, "Tick." Joe lowers his to 5, Sara lowers hers to 1, and Norm lowers his to 4. No one has reached 0 so the DM calls, "Tick," again. Joe lowers his die to 4, Sara's die reaches 0 so she goes this round, and Norm lowers his to 3. Sara slashes with her rapier and she sets her die counter to 5. Don decides to join so he rolls and (as described above) has to wait 4 ticks. He sets his die to 4. </em></p><p><em></em></p><p><em>DM calls "Tick." Joe: 3, Sara: 4, Don: 3, Norm: 2. No one goes. DM calls "Tick." Joe: 2, Sara: 3, Don: 2, Norm: 1. No one goes. DM calls "Tick." Joe: 1, Sara: 2, Don: 1, Norm: 0. Norm goes. Norm 5 foot steps away (speed 0) from Sara and casts Slow on Joe (speed 4). Joe adds 2 to his die counter (raising it from 1 to 3) and does that after every action he takes for the next X actions. Thing to note here is now Joe goes after Sara instead of before. Another note is that instead of allowing the target of a Slow spell to take only 1 kind of action, they have their counter increased. Norm resets his counter to 4.</em></p><p></p><p>I think you get the idea.</p></blockquote><p></p>
[QUOTE="dmccoy1693, post: 3844610, member: 51747"] I'm with Mourn. The Exalted system is easy and smooth. And surprisingly fast. In truth, the Exalted/Scion tick system sounds complicated, but it is no more complicated then a player that gets stunned for 1d4 rounds, and reduce the number by 1 every round until you go again. The only difference is is that the DM calls out "Tick" and everyone reduces their die by 1 at the same time, and players know how long they are waiting depending on which action they take. [B]EDIT: [/B] Another advantage: The DM has less book keeping (he only has to worry about the NPCs and not about the PCs combat order). Asside from that it is similar to 3.5's combat system. Here's how it would work if applied to 3.5 (at least my interpretation): Each weapon would have their own speed (Bows - speed 6, Most Light Weapons - speed 4, Most 1-handed weapons - speed 5, Most 2-Handed Weapons - speed 6) Magical weapons could have their speed reduced by 1 for an equivilent of a +2 bonus. This would stack if you wanted to make to reduce its speed another 1. Spell would fall into different categories (Swift/Quickened - speed 2, Standard action spells - speed 4, Full Round Action Spells - speed 6). [B]EDIT #2:[/B] So here's how it would work. I'm going to build on Mourn's Example from post #9. [I]Joe has a bow, Sara has a rapier, and Norm is a wizard. Joe and sara are fighting Norm. Norm cast mage armor and shield before the battle. Sara has her counter die set to 2 and Norm has his set to 5. Joe goes first. He fires his bow at norm and misses. Joe sets his counter die to 6. The DM calls, "Tick." Joe lowers his to 5, Sara lowers hers to 1, and Norm lowers his to 4. No one has reached 0 so the DM calls, "Tick," again. Joe lowers his die to 4, Sara's die reaches 0 so she goes this round, and Norm lowers his to 3. Sara slashes with her rapier and she sets her die counter to 5. Don decides to join so he rolls and (as described above) has to wait 4 ticks. He sets his die to 4. DM calls "Tick." Joe: 3, Sara: 4, Don: 3, Norm: 2. No one goes. DM calls "Tick." Joe: 2, Sara: 3, Don: 2, Norm: 1. No one goes. DM calls "Tick." Joe: 1, Sara: 2, Don: 1, Norm: 0. Norm goes. Norm 5 foot steps away (speed 0) from Sara and casts Slow on Joe (speed 4). Joe adds 2 to his die counter (raising it from 1 to 3) and does that after every action he takes for the next X actions. Thing to note here is now Joe goes after Sara instead of before. Another note is that instead of allowing the target of a Slow spell to take only 1 kind of action, they have their counter increased. Norm resets his counter to 4.[/I] I think you get the idea. [/QUOTE]
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