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General Tabletop Discussion
*Dungeons & Dragons
Initiative : Switching between characters? (Please read the OP)
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<blockquote data-quote="Fenris-77" data-source="post: 7943167" data-attributes="member: 6993955"><p>You can use static initiative too, although people sometimes find that boring. </p><p></p><p>I like the cards a lot, and I don't actually think it would clog things up unduly once the players have some practice with it (which it seems like they do). If you wanted to elide a step just have them draw instead of rolling, exchange cards if wanted, then act on card plus normal mod. It takes some of the swing out of the order, but it makes characters who have high bonuses feel a little bit more like they are fast as they should be, IMO anyway.</p><p></p><p>If you want to keep a little more swing, throw the face cards back in which means random from 1-13. Keep the jokers in and call them "go when you want hotshot". You could also take this idea and go Castle Falkenstein with it. Deal out a hand of four cards per player and let them pick which to play, drawing back up to four when needed. Then initiative is a spent resource and players have to make meaningful tactical decisions about it. Lots of cool options.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7943167, member: 6993955"] You can use static initiative too, although people sometimes find that boring. I like the cards a lot, and I don't actually think it would clog things up unduly once the players have some practice with it (which it seems like they do). If you wanted to elide a step just have them draw instead of rolling, exchange cards if wanted, then act on card plus normal mod. It takes some of the swing out of the order, but it makes characters who have high bonuses feel a little bit more like they are fast as they should be, IMO anyway. If you want to keep a little more swing, throw the face cards back in which means random from 1-13. Keep the jokers in and call them "go when you want hotshot". You could also take this idea and go Castle Falkenstein with it. Deal out a hand of four cards per player and let them pick which to play, drawing back up to four when needed. Then initiative is a spent resource and players have to make meaningful tactical decisions about it. Lots of cool options. [/QUOTE]
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Initiative : Switching between characters? (Please read the OP)
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