Initiative


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Branduil said:
Why would they bring that back?

Now that rounds and turns are more defined, it also stops you being screwed for the entire encounter because you rolled a 2 at the beginning of the encounter. It also stops predictability.
 

Steely Dan said:
Now that rounds and turns are more defined, it also stops you being screwed for the entire encounter because you rolled a 2 at the beginning of the encounter. It also stops predictability.
You only roll initiative once.

Plus, having an init of 2 is meaningless after the first round. As for predictability. You want as much of it as possible. The more predictability you have the easier it is to run and the easier it is to act tactically.
 

In my DDXP play experiences, initiative (including readying and delaying) worked identically to 3.5E. There's no rolling every round. IMO, going back to that horrible system of rolling every round would negate practically all the round-by-round speed gains of the new system.
 

Actually, the cyclical nature of "rolled once" initiative guarantees that you are only screwed once in a single encounter for rolling low.

If you rolled every round you could easily roll high one round and low the next round allowing an opponent to get two turns between your turns. That could be very bad for you if I'm your DM because I'm pretty good at tactics and such. Imagine a dragon that got to go twice in a row because the DM rolled 1 for init on round one and 20 for init on round two.

Also, rolling each round screws up things like immediate actions and opportunity attacks and anything else that has a "per round" refresh rate unless you start clearly defining "round start/round end" again. And I don't think that's coming back.
 


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