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General Tabletop Discussion
*Dungeons & Dragons
Initiative Reboot [homebrew]
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<blockquote data-quote="touc" data-source="post: 7539030" data-attributes="member: 19270"><p>1. Removed all colors. Sorry 'bout that, on a different computer and its font has a black background.</p><p></p><p>2. <strong>Does movement affect your speed of action?</strong> Movement has no impact on initiative like default. </p><p></p><p>3. <strong>What if everyone rolled initiative as normal (using dex or Int per your system), and then their action for that round modifies that number?</strong> I've explored conversion of Hackmaster's "count-up" initiative where you have a starting initiative, and from there, your actions determine when you can take another. It's on my "to do" list. To make that system count, though, they use weapon speeds and casting speeds, which would be a monumental task for D&D unfortunately because the two systems operate completely differently, and the last thing I'd want is to have quick weapons used to spam bonus actions and sneak attacks and the like. I'm still looking a homebrewed attempt ("to do list").</p><p></p><p>4. Excellent points. It'd defeat one of the very purposes and allow significant abuse. </p><p></p><p>__________________________________________________________________________________________________________</p><p></p><p>The biggest gripe my players have is when variable initiative makes a bad situation suck even worse:</p><p></p><p><strong>Ghoul #1</strong> attacks first and crits fighter. Fighter unconscious. Cleric declared she was casting Shield of Faith and using her mace. In the old system, she could have chosen to heal Fighter. Fighter's turn now comes up, but he can't act so he loses it. In the old system, he might have acted. </p><p></p><p>Round 2, cleric wins initiative and casts healing word. Fighter is awake, but he didn't get to declare an action because he was unconscious and therefore technically has no initiative. Ghoul #1 attacks him and down Fighter goes again, no turn. Fighter fails death save.</p><p></p><p>Round 3, Ghoul wins initiative, crits fighter, causing 2 death saves. Party death.</p><p></p><p>So that's another concern. In such a system, do we have provisions for Round 2 for the fighter to, at the least, have a shot to act? It'd have to be homebrew. As written, both default systems say not. In 3rd edition, you'd still roll initiative and get to act if you were restored, but in a system where initiative is based off your action, that's iffy. I'm debating about, in this system, whether we could get away with a flat d20 roll. If you get restored, you can Act, but only involving what you were doing when you went down. <em>So if you had your hammer in hand and had declared you're using it, you could do that. If you were casting Mirror Image and had worked the spell in your head, you could do that, but not another spell or another weapon.</em></p></blockquote><p></p>
[QUOTE="touc, post: 7539030, member: 19270"] 1. Removed all colors. Sorry 'bout that, on a different computer and its font has a black background. 2. [B]Does movement affect your speed of action?[/B] Movement has no impact on initiative like default. 3. [B]What if everyone rolled initiative as normal (using dex or Int per your system), and then their action for that round modifies that number?[/B] I've explored conversion of Hackmaster's "count-up" initiative where you have a starting initiative, and from there, your actions determine when you can take another. It's on my "to do" list. To make that system count, though, they use weapon speeds and casting speeds, which would be a monumental task for D&D unfortunately because the two systems operate completely differently, and the last thing I'd want is to have quick weapons used to spam bonus actions and sneak attacks and the like. I'm still looking a homebrewed attempt ("to do list"). 4. Excellent points. It'd defeat one of the very purposes and allow significant abuse. __________________________________________________________________________________________________________ The biggest gripe my players have is when variable initiative makes a bad situation suck even worse: [B]Ghoul #1[/B] attacks first and crits fighter. Fighter unconscious. Cleric declared she was casting Shield of Faith and using her mace. In the old system, she could have chosen to heal Fighter. Fighter's turn now comes up, but he can't act so he loses it. In the old system, he might have acted. Round 2, cleric wins initiative and casts healing word. Fighter is awake, but he didn't get to declare an action because he was unconscious and therefore technically has no initiative. Ghoul #1 attacks him and down Fighter goes again, no turn. Fighter fails death save. Round 3, Ghoul wins initiative, crits fighter, causing 2 death saves. Party death. So that's another concern. In such a system, do we have provisions for Round 2 for the fighter to, at the least, have a shot to act? It'd have to be homebrew. As written, both default systems say not. In 3rd edition, you'd still roll initiative and get to act if you were restored, but in a system where initiative is based off your action, that's iffy. I'm debating about, in this system, whether we could get away with a flat d20 roll. If you get restored, you can Act, but only involving what you were doing when you went down. [I]So if you had your hammer in hand and had declared you're using it, you could do that. If you were casting Mirror Image and had worked the spell in your head, you could do that, but not another spell or another weapon.[/I] [/QUOTE]
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