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Initiative problems
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<blockquote data-quote="Jxuptosae" data-source="post: 5341991" data-attributes="member: 96113"><p>I have thought about trying to change to nixing initiative and go with the simultaneous approach. Although I wasn't inclined to write up the rules myself, so I would also love to see some examples of what has worked for others.</p><p></p><p>To Herzog, I see the distinction. Given that in a normal encounter there are generally obstructions, plus, not everyone is visible, easily effected, or waiting for the moment they can get to business there is a difference. In a normal encounter, sure, that is a tactic. One I generally use as spell caster myself, and that I have other casters use when I am the DM. The thing is, what spell actually gets used is highly dependent on situation. In normal combat every combat can develop under different circumstances. It is safe to assume that in the adventuring world, very rarely would any two groups spot each other, get into a position without buffing/whatever, and wait until the exact some moment to begin trying to kill the other group. Situation is vastly different.</p><p></p><p>The way I have handled it is I keep Wizards/Sorcerers arena experiences separate from the close range Fighter/Barbarian/Rouge crowd. Some of the Wizard type books have rules on spell dueling, and I tend to do those. The typical arena format only works really well in regard to people that actually need to hit each other with a weapon. This also makes the group I DM for have some things they do for character development. I tend to keep magic a little light in my campaigns, not gone, just rare. (Meaning towns with Wizards/etc take total advantage of having magic, where as towns without do things the "mundane" way.) This makes the distinction make sense and be reasonable, given the world view and availability of magic in general.</p></blockquote><p></p>
[QUOTE="Jxuptosae, post: 5341991, member: 96113"] I have thought about trying to change to nixing initiative and go with the simultaneous approach. Although I wasn't inclined to write up the rules myself, so I would also love to see some examples of what has worked for others. To Herzog, I see the distinction. Given that in a normal encounter there are generally obstructions, plus, not everyone is visible, easily effected, or waiting for the moment they can get to business there is a difference. In a normal encounter, sure, that is a tactic. One I generally use as spell caster myself, and that I have other casters use when I am the DM. The thing is, what spell actually gets used is highly dependent on situation. In normal combat every combat can develop under different circumstances. It is safe to assume that in the adventuring world, very rarely would any two groups spot each other, get into a position without buffing/whatever, and wait until the exact some moment to begin trying to kill the other group. Situation is vastly different. The way I have handled it is I keep Wizards/Sorcerers arena experiences separate from the close range Fighter/Barbarian/Rouge crowd. Some of the Wizard type books have rules on spell dueling, and I tend to do those. The typical arena format only works really well in regard to people that actually need to hit each other with a weapon. This also makes the group I DM for have some things they do for character development. I tend to keep magic a little light in my campaigns, not gone, just rare. (Meaning towns with Wizards/etc take total advantage of having magic, where as towns without do things the "mundane" way.) This makes the distinction make sense and be reasonable, given the world view and availability of magic in general. [/QUOTE]
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