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Community
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Initiative Question
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<blockquote data-quote="King Nate" data-source="post: 4600723" data-attributes="member: 7435"><p>I posted this question on multiple RPG boards and this response will be posted on all the boards as well, so if something in this response doesn’t make sense it probably refers to another board. </p><p></p><p>I had gotten that infamous little red box for Christmas years ago. I then followed up with the initials AD&D. After that I fell in love with something called 2nd edition. The thing all these had in common was that you rolled for initiative.</p><p></p><p>By the end of 2nd editions run, my play groups were dying, and people were moving on to other things in their life. So when 3rd edition came out, we all skipped it. We never played anything with a 3 in it’s title. </p><p></p><p>Now a few years later, everyone is settled in and I stumbled into 4e by accidentally going to the D&D webpage instead of the Magic webpage (turns out wizards of the coast controls both of these now). My interest was peaked (4e sounded great) and I was able to convince members of my old play group to gather and play this new edition, since we were starting to get burnt on Magic. </p><p></p><p>Now understand, we have no problem not rolling for initiative, but it just feels a little weird. We also don’t have a problem rolling for initiative, even if it does take longer. You people that keep bringing this up as a reason to not roll for initiative, even though I said it was not an issue, are now put on my ignore list. </p><p></p><p>So all I wanted to find out is if there was anything that would be messed up mechanically by rolling for initiative. </p><p></p><p>The argument that some powers will last longer while others will not, is not a convincing argument for me to not use the roll. Use some smarts when using your powers, if you are the last to act in the initiative, using a power that has an effect that last until the end of your next turn probably isn’t a good idea right now. </p><p></p><p>The warlord argument is interesting, I would have to look into that some more but I think rolling for initiative is bad only for warlords? Or would this be true for all leader roles? However I won’t be looking into it because of the next argument.</p><p></p><p>The argument that rolling for initiative can cause people to want to roll low for initiative in rounds after they have rolled high can mess up things (like feats) that grant bonuses to initiative rolls. This is going against the core mechanic that makes rolling high more desirable. Now we have a person who took a feat that gives them a +4 to initiative. They are wanting to roll low, but get a +4! Sounds like this would become a headache trying to change everything to make initiative rolls more desirable to the players…I agree, I will <u>not</u> be rolling for initiative. Thanks for the help guys. </p><p></p><p>BTW, I have no idea what Savage Worlds is, nor do I care. Please nobody explain it to me, if I wanted to know I would google it. </p><p></p><p>And yes, I am excited that there is no more negative AC.</p></blockquote><p></p>
[QUOTE="King Nate, post: 4600723, member: 7435"] I posted this question on multiple RPG boards and this response will be posted on all the boards as well, so if something in this response doesn’t make sense it probably refers to another board. I had gotten that infamous little red box for Christmas years ago. I then followed up with the initials AD&D. After that I fell in love with something called 2nd edition. The thing all these had in common was that you rolled for initiative. By the end of 2nd editions run, my play groups were dying, and people were moving on to other things in their life. So when 3rd edition came out, we all skipped it. We never played anything with a 3 in it’s title. Now a few years later, everyone is settled in and I stumbled into 4e by accidentally going to the D&D webpage instead of the Magic webpage (turns out wizards of the coast controls both of these now). My interest was peaked (4e sounded great) and I was able to convince members of my old play group to gather and play this new edition, since we were starting to get burnt on Magic. Now understand, we have no problem not rolling for initiative, but it just feels a little weird. We also don’t have a problem rolling for initiative, even if it does take longer. You people that keep bringing this up as a reason to not roll for initiative, even though I said it was not an issue, are now put on my ignore list. So all I wanted to find out is if there was anything that would be messed up mechanically by rolling for initiative. The argument that some powers will last longer while others will not, is not a convincing argument for me to not use the roll. Use some smarts when using your powers, if you are the last to act in the initiative, using a power that has an effect that last until the end of your next turn probably isn’t a good idea right now. The warlord argument is interesting, I would have to look into that some more but I think rolling for initiative is bad only for warlords? Or would this be true for all leader roles? However I won’t be looking into it because of the next argument. The argument that rolling for initiative can cause people to want to roll low for initiative in rounds after they have rolled high can mess up things (like feats) that grant bonuses to initiative rolls. This is going against the core mechanic that makes rolling high more desirable. Now we have a person who took a feat that gives them a +4 to initiative. They are wanting to roll low, but get a +4! Sounds like this would become a headache trying to change everything to make initiative rolls more desirable to the players…I agree, I will [u]not[/u] be rolling for initiative. Thanks for the help guys. BTW, I have no idea what Savage Worlds is, nor do I care. Please nobody explain it to me, if I wanted to know I would google it. And yes, I am excited that there is no more negative AC. [/QUOTE]
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