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<blockquote data-quote="Bawylie" data-source="post: 7567574" data-attributes="member: 6776133"><p>Here’s something I’m playing with. </p><p></p><p>Every monster group and each player rolls a d8 at the start of combat. That’s your starting position. The person with the highest roll goes first, then resets their d8 to a 1. Each time anyone takes an action, everyone advances their d8 by 1. When your d8 reaches 8, it’s your turn. After your turn, it rolls back to 1. You can go again when your d8 reaches 8. If there’s a turn wherein nobody can act (everyone’s die shows a result less than 8), then you can just advance again, or re-roll. </p><p></p><p>With 4 players and 2-3 monster groups, you’re usually ok. </p><p></p><p>I haven’t built further than that but I was thinking of spells like haste and slow messing with the size of the die. Or knock back/knockdown type attacks setting the die back a few spaces (maybe equal to the attacker’s str mod or something). </p><p>———————</p><p>I’ve tried it another way, too. Everyone rolls a d12 and leaves it on the table. The DM turns a big “master d12” every turn, and your turn is when the master d12 shows the number you rolled. You can go again once the master d12 comes back around to your number.</p><p></p><p>These systems are ok. At least I don’t have to write anything down. But I think they’d be better if other stuff could hang on them. Like if it was somewhat gameable. Or perhaps varied a bit. Say a rogue and a ranger had a smaller die. They’d go sooner on average than other classes, but they’d still get the same number of turns. Or say some leader-y monsters could advance the dice of their minions. Or a critical hit maybe didn’t do extra damage but instead reset the target’s counter. Stuff like that.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7567574, member: 6776133"] Here’s something I’m playing with. Every monster group and each player rolls a d8 at the start of combat. That’s your starting position. The person with the highest roll goes first, then resets their d8 to a 1. Each time anyone takes an action, everyone advances their d8 by 1. When your d8 reaches 8, it’s your turn. After your turn, it rolls back to 1. You can go again when your d8 reaches 8. If there’s a turn wherein nobody can act (everyone’s die shows a result less than 8), then you can just advance again, or re-roll. With 4 players and 2-3 monster groups, you’re usually ok. I haven’t built further than that but I was thinking of spells like haste and slow messing with the size of the die. Or knock back/knockdown type attacks setting the die back a few spaces (maybe equal to the attacker’s str mod or something). ——————— I’ve tried it another way, too. Everyone rolls a d12 and leaves it on the table. The DM turns a big “master d12” every turn, and your turn is when the master d12 shows the number you rolled. You can go again once the master d12 comes back around to your number. These systems are ok. At least I don’t have to write anything down. But I think they’d be better if other stuff could hang on them. Like if it was somewhat gameable. Or perhaps varied a bit. Say a rogue and a ranger had a smaller die. They’d go sooner on average than other classes, but they’d still get the same number of turns. Or say some leader-y monsters could advance the dice of their minions. Or a critical hit maybe didn’t do extra damage but instead reset the target’s counter. Stuff like that. [/QUOTE]
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