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General Tabletop Discussion
*Dungeons & Dragons
Initiative Reboot [homebrew]
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<blockquote data-quote="touc" data-source="post: 7539105" data-attributes="member: 19270"><p>Good points. D&D's tension is reliant on dice rolls, that moment when one roll might make the difference between life and death for the entire party. We've been there in the past, seen that cheer when that Natural 20 improbably comes up just when you needed it, and that crushing failed save (<em>as long as I don't roll a 99% or higher, I'm fine...</em>).</p><p></p><p>So the default static initiative (and looking back 3rd edition) allowed players to get back into the action if the disabling condition went away before their initiative. The issue is that disabling effects in a "declare-act" system mean the choice is taken from the player and you don't roll initiative. At the end of the round, you're making a save for your turn. And there's no provision if that changes. That's something I haven't come up with a satisfactory answer for. Let's assume I do say if the condition is removed before we get to the end of the round, you get to act. </p><p></p><p>Should we allow anything? The last thing a player was going to do? I don't like the idea a player who is blacked out and comes to somehow can react and think more clearly about what to do than a player who has been conscious and engaged in the battle for a few rounds.</p></blockquote><p></p>
[QUOTE="touc, post: 7539105, member: 19270"] Good points. D&D's tension is reliant on dice rolls, that moment when one roll might make the difference between life and death for the entire party. We've been there in the past, seen that cheer when that Natural 20 improbably comes up just when you needed it, and that crushing failed save ([I]as long as I don't roll a 99% or higher, I'm fine...[/I]). So the default static initiative (and looking back 3rd edition) allowed players to get back into the action if the disabling condition went away before their initiative. The issue is that disabling effects in a "declare-act" system mean the choice is taken from the player and you don't roll initiative. At the end of the round, you're making a save for your turn. And there's no provision if that changes. That's something I haven't come up with a satisfactory answer for. Let's assume I do say if the condition is removed before we get to the end of the round, you get to act. Should we allow anything? The last thing a player was going to do? I don't like the idea a player who is blacked out and comes to somehow can react and think more clearly about what to do than a player who has been conscious and engaged in the battle for a few rounds. [/QUOTE]
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Initiative Reboot [homebrew]
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