Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Initiative Variant (Speed Factor) - actual use
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="touc" data-source="post: 7385754" data-attributes="member: 19270"><p>Yes, we've been playing it how you described. It makes hitting 0hp harsher than normal and eliminates the "whack-a-mole" that we've all seen in combat, which generally looks like a bad Rocky Balboa boxing movie script.</p><p></p><p>This should make players utilize strategy more. Rather than reactively wait until someone falls, players may need to consider disengaging, proactive spells, ganging up, and so on. <em>Obviously my players don't mind this style of play; it just takes some getting used to.</em> </p><p></p><p>I could see the following scenario wherein: Ghoul acts first, then Bard, then Ranger</p><p></p><p>Ghoul acts first and knocks Ranger unconscious.</p><p></p><p>Bard had declared <em>Healing Word</em>, anticipating trouble, and goes next. Ranger is conscious and still gets his Action as declared (because it's still possible). Visually, since combat is happening so fast, he'd get bopped on the head right about the same time healing restored him. He was in the process of stepping into the Broken Lotus stance and keeps rolling. </p><p></p><p><em>However, Ranger might consider Moving away, risking the AoO, to hide behind the Paladin, if it looks bad and more enemies are coming to flank him. Players always have Movement on their turns, even if the Action isn't possible.</em></p><p></p><p>But, if Bard goes last...</p><p></p><p>Ranger loses his action as he's unconscious. She gets him up at the end of the round. If the Ghoul acts first, it'll have an easy attack on a prone character. Players have to plan (quickly) for both contingencies: Ranger gets hit, or Ranger gets to act (and might Disengage behind the Paladin, etc.) </p><p></p><p>I feel while it's harsher, it's going to (and has) added an element to the game that makes combats more gritty, challenging, and dynamic.</p></blockquote><p></p>
[QUOTE="touc, post: 7385754, member: 19270"] Yes, we've been playing it how you described. It makes hitting 0hp harsher than normal and eliminates the "whack-a-mole" that we've all seen in combat, which generally looks like a bad Rocky Balboa boxing movie script. This should make players utilize strategy more. Rather than reactively wait until someone falls, players may need to consider disengaging, proactive spells, ganging up, and so on. [I]Obviously my players don't mind this style of play; it just takes some getting used to.[/I] I could see the following scenario wherein: Ghoul acts first, then Bard, then Ranger Ghoul acts first and knocks Ranger unconscious. Bard had declared [I]Healing Word[/I], anticipating trouble, and goes next. Ranger is conscious and still gets his Action as declared (because it's still possible). Visually, since combat is happening so fast, he'd get bopped on the head right about the same time healing restored him. He was in the process of stepping into the Broken Lotus stance and keeps rolling. [I]However, Ranger might consider Moving away, risking the AoO, to hide behind the Paladin, if it looks bad and more enemies are coming to flank him. Players always have Movement on their turns, even if the Action isn't possible.[/I] But, if Bard goes last... Ranger loses his action as he's unconscious. She gets him up at the end of the round. If the Ghoul acts first, it'll have an easy attack on a prone character. Players have to plan (quickly) for both contingencies: Ranger gets hit, or Ranger gets to act (and might Disengage behind the Paladin, etc.) I feel while it's harsher, it's going to (and has) added an element to the game that makes combats more gritty, challenging, and dynamic. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Initiative Variant (Speed Factor) - actual use
Top