IceBear
Explorer
kigmatzomat said:As the lone dissenter, I'm chiming in here.
First off, I like the fog of war aspect the per-round initiative adds. You can't *count* on outrunning somebody. You don't know for sure if you can take out BBEG before his initiative comes up. That alone means I'm sticking with per-round initiative in any game system I run that has it as a viable option.
Not so many problems in 3.0, but there could be some in 3.5 since I've only recently started playing it. There's some wobble for duration of stuns but I *like* that.
I'm a very sequence-natured person and given the flat predictability of per-encounter initiative I feel it's too easy to manipulate. Maybe not for everyone, but when I play in those games I tend to plan 3 rounds into the future, which loses the immediacy.
That's cool. I will admit it does add some variance to combat which can be nice (just in my case it's more work than it's worth).
Besides stun attacks, the only other real weirdness are spells that take a full round to cast. In one case it might be almost instantaneous (Last initiative in round 1 and then First Initiative in round 2) and in the other almost two rounds long, which makes it more likely to be disrupted (First Initiative in round 1 and Last Initiative in Round 2).
Again, these are variances that you probably like, but in my mind it makes full round spells even more risky to cast.