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Intiative Score (DMG variant rule)
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<blockquote data-quote="Don Durito" data-source="post: 7936192" data-attributes="member: 6687260"><p>You've basically taken Greyhawk initiative and reverse engineered older forms of initiative which were very similar (although it's hard to say whether what you describe is exactly the same as any particular edition as initiative was often confusing and usually houseruled in some way or another..</p><p></p><p>One of the key components of early D&D (although often ignored to the games detriment) was the possibility of interrupting spells. This to my mind is a the most important aspect of having the declaration phase. You declare a spell and then if you get interrupted before then and take damage you lose the spell.</p><p></p><p>This was taken out in 3E and replaced with the opportunity attack on spells in melee (which is an inferior version of the idea) and then in 4E and 5E interrupting basically fell by the wayside (although concentration sort of brings it back in a weaksauce way). This was an option in Greyhawk initiative (an option of an option).</p><p></p><p>This means if the wizard casts a fireball, then it may well be the best option is for the Fighter to say "I stand in front on the wizard, and cover him with my shield" - see also 13th Age's <a href="https://www.13thagesrd.com/combat-rules/" target="_blank">awesome rules for intercepting</a>. Basically getting off powerful spells becomes a team effort. It also means that if an enemy spell caster is casting a spell (or seems likely to), the fighter can consider charging through the enemy lines, potentially taking attacks to try and interrupt that spell. Positioning and choice of targetting become much more tactical and much more important.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7936192, member: 6687260"] You've basically taken Greyhawk initiative and reverse engineered older forms of initiative which were very similar (although it's hard to say whether what you describe is exactly the same as any particular edition as initiative was often confusing and usually houseruled in some way or another.. One of the key components of early D&D (although often ignored to the games detriment) was the possibility of interrupting spells. This to my mind is a the most important aspect of having the declaration phase. You declare a spell and then if you get interrupted before then and take damage you lose the spell. This was taken out in 3E and replaced with the opportunity attack on spells in melee (which is an inferior version of the idea) and then in 4E and 5E interrupting basically fell by the wayside (although concentration sort of brings it back in a weaksauce way). This was an option in Greyhawk initiative (an option of an option). This means if the wizard casts a fireball, then it may well be the best option is for the Fighter to say "I stand in front on the wizard, and cover him with my shield" - see also 13th Age's [URL='https://www.13thagesrd.com/combat-rules/']awesome rules for intercepting[/URL]. Basically getting off powerful spells becomes a team effort. It also means that if an enemy spell caster is casting a spell (or seems likely to), the fighter can consider charging through the enemy lines, potentially taking attacks to try and interrupt that spell. Positioning and choice of targetting become much more tactical and much more important. [/QUOTE]
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