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<blockquote data-quote="amerigoV" data-source="post: 6807582"><p>I only did a bit of 4e, but from what I remember it would not have fared well under this approach (you stun someone at the end of the round and they might get their save right off the bat the next).</p><p></p><p>In my formative days of D&D we just did a d6 every round to see which side went first. I still fondly recall the tension of a big fight when the HPs were low and who won Initiative was a key moment. So I have always favored that approach - but I never did it under 3.x due to the tracking hassle (and that included using DMGenie to track combat)</p><p></p><p></p><p></p><p></p><p>The speed is not the cards or the dice, its the tracking of it. Unless you are just letting a computer do it - you need to collect the numbers and sort them (players will want some idea when they are going to go versus other players and critters). Some use white boards, etc. Its one of those things that most people do not do it as the hassle > return. </p><p></p><p>Having the cards visible on the table eliminates the hassle as everyone can see the order naturally. Plus as GM I can do a bit of drama - a big round I might deal the cards slowly just to build some tension.</p><p></p><p></p><p></p><p>You take the Quick Edge - it allows more cards (and Agility [equivalent of Dex] at a certain level is a minimum to take the Edge). In Savage Worlds, there is not the granular +1 or +2 that you have in D20. A +1 in Savage Worlds is more like a +4 or +5 in d20. So what the system does is use the Attributes to linked learn skills easier and access Edges (think very strong Feats) vs. being a direct bonus. Attributes are also used extensively in actual play vs. being a static modifier.</p><p></p><p>There is also a couple of other Initiative Edges that can give cards based on Smarts (Int) - basically instead of being faster of reflex your character is better at diagnosing the situation and acting sooner.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 6807582"] I only did a bit of 4e, but from what I remember it would not have fared well under this approach (you stun someone at the end of the round and they might get their save right off the bat the next). In my formative days of D&D we just did a d6 every round to see which side went first. I still fondly recall the tension of a big fight when the HPs were low and who won Initiative was a key moment. So I have always favored that approach - but I never did it under 3.x due to the tracking hassle (and that included using DMGenie to track combat) The speed is not the cards or the dice, its the tracking of it. Unless you are just letting a computer do it - you need to collect the numbers and sort them (players will want some idea when they are going to go versus other players and critters). Some use white boards, etc. Its one of those things that most people do not do it as the hassle > return. Having the cards visible on the table eliminates the hassle as everyone can see the order naturally. Plus as GM I can do a bit of drama - a big round I might deal the cards slowly just to build some tension. You take the Quick Edge - it allows more cards (and Agility [equivalent of Dex] at a certain level is a minimum to take the Edge). In Savage Worlds, there is not the granular +1 or +2 that you have in D20. A +1 in Savage Worlds is more like a +4 or +5 in d20. So what the system does is use the Attributes to linked learn skills easier and access Edges (think very strong Feats) vs. being a direct bonus. Attributes are also used extensively in actual play vs. being a static modifier. There is also a couple of other Initiative Edges that can give cards based on Smarts (Int) - basically instead of being faster of reflex your character is better at diagnosing the situation and acting sooner. [/QUOTE]
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