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General Tabletop Discussion
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Initiative System (player choice matters) playtest results
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<blockquote data-quote="abirdcall" data-source="post: 7863552" data-attributes="member: 6748898"><p>Our table also uses a form of 'Greyhawk Initiative'.</p><p></p><p>We find it speeds up play too. The key is that all of the AP players have their paralysis at the same time.</p><p></p><p>So instead of player A taking 1 minute to decide, then player B taking 2 minutes, and player C taking 20 seconds, and so on adding up to 4-5 minutes of people deciding on what they're going to do;</p><p>we have the action declaration phase last as long as the slowest person, so in this case, 2 minutes.</p><p></p><p>The other major benefit we see from it is that combat becomes more cinematic for us as actions are resolved swiftly giving a feeling of things happening all at once.</p><p></p><p>As far as 'take backs' we play on the honour system mostly. If you feel that things changed significantly then you can go at the end of the round but you must decide what you are doing as soon as your turn comes up. No deliberating.</p><p></p><p>I think the system really depends on the players at the table. If there are players with AP it's great. If there is a table captain who wants to coordinate every other player's action it's also great to prevent that as initiative order is random so it cannot be as planned as regular initiative. The "okay player A do this, then player B when it is your turn do this, then I, player C will do this other thing, and then player D use this spell to do that thing."</p><p></p><p>Obviously that is problematic behaviour but I do find some enthusiastic players slip into it without meaning to. It's the curse that cooperative board games face.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7863552, member: 6748898"] Our table also uses a form of 'Greyhawk Initiative'. We find it speeds up play too. The key is that all of the AP players have their paralysis at the same time. So instead of player A taking 1 minute to decide, then player B taking 2 minutes, and player C taking 20 seconds, and so on adding up to 4-5 minutes of people deciding on what they're going to do; we have the action declaration phase last as long as the slowest person, so in this case, 2 minutes. The other major benefit we see from it is that combat becomes more cinematic for us as actions are resolved swiftly giving a feeling of things happening all at once. As far as 'take backs' we play on the honour system mostly. If you feel that things changed significantly then you can go at the end of the round but you must decide what you are doing as soon as your turn comes up. No deliberating. I think the system really depends on the players at the table. If there are players with AP it's great. If there is a table captain who wants to coordinate every other player's action it's also great to prevent that as initiative order is random so it cannot be as planned as regular initiative. The "okay player A do this, then player B when it is your turn do this, then I, player C will do this other thing, and then player D use this spell to do that thing." Obviously that is problematic behaviour but I do find some enthusiastic players slip into it without meaning to. It's the curse that cooperative board games face. [/QUOTE]
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