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<blockquote data-quote="fredal" data-source="post: 5741268" data-attributes="member: 6684521"><p>I like this idea a lot - it still make initiative matter, but removes the chaos of tracking who goes when.</p><p> </p><p>You can even take it to another level to make the whole process go faster. Combine all of the players and monsters turn into a party turn and a monster turn. At the start, each party member rolls to beat the monster's initiative (DC: 10+ highest monster init mod) using each PC's initiative mod. If you beat this, you get a free round before the monsters go. Also, you can add modifiers to the DC to reflect party or monster surprise effects (If the monsters are set up for an ambush, each party mamber takes a -10 to their roll, for example)</p><p> </p><p> </p><p></p><p>The combat round would go like this:</p><ul> <li data-xf-list-type="ul">Free PC turn: PCs who make the init DC roll</li> <li data-xf-list-type="ul">1st round - Monsters turn</li> <li data-xf-list-type="ul">1st round - All PCs turn</li> <li data-xf-list-type="ul">2nd round - Monsters (and so on)</li> </ul><p>Each turn could be even further simplified into phases. The whole party does each phase at the same time</p><ul> <li data-xf-list-type="ul">All ongoing damage is taken by those suffering</li> <li data-xf-list-type="ul">Recharge (if applicable - Monsters only)</li> <li data-xf-list-type="ul">Individual PC/Monster turns (Standard / Move / Minor) in whatever order</li> <li data-xf-list-type="ul">Action Points</li> <li data-xf-list-type="ul">Save to end effects</li> <li data-xf-list-type="ul">Remove End of Next Round / Saved effects</li> </ul><p>I think that this would result in more damage from ongoing effects and would also allow for more Buffs / debuffs to effect creatures longer. </p><p> </p><p>It doesn't fix the issue with too many power choices or too many HP, but I think it would streamline the combat round without sacrificing much in the way of tactics.</p><p> </p><p>One more thing just occurred to me. Let the players go in any order they want. If more than one player wants to go next, use initiative modifier as the tie breaker.</p></blockquote><p></p>
[QUOTE="fredal, post: 5741268, member: 6684521"] I like this idea a lot - it still make initiative matter, but removes the chaos of tracking who goes when. You can even take it to another level to make the whole process go faster. Combine all of the players and monsters turn into a party turn and a monster turn. At the start, each party member rolls to beat the monster's initiative (DC: 10+ highest monster init mod) using each PC's initiative mod. If you beat this, you get a free round before the monsters go. Also, you can add modifiers to the DC to reflect party or monster surprise effects (If the monsters are set up for an ambush, each party mamber takes a -10 to their roll, for example) The combat round would go like this: [LIST] [*]Free PC turn: PCs who make the init DC roll [*]1st round - Monsters turn [*]1st round - All PCs turn [*]2nd round - Monsters (and so on) [/LIST]Each turn could be even further simplified into phases. The whole party does each phase at the same time [LIST] [*]All ongoing damage is taken by those suffering [*]Recharge (if applicable - Monsters only) [*]Individual PC/Monster turns (Standard / Move / Minor) in whatever order [*]Action Points [*]Save to end effects [*]Remove End of Next Round / Saved effects [/LIST]I think that this would result in more damage from ongoing effects and would also allow for more Buffs / debuffs to effect creatures longer. It doesn't fix the issue with too many power choices or too many HP, but I think it would streamline the combat round without sacrificing much in the way of tactics. One more thing just occurred to me. Let the players go in any order they want. If more than one player wants to go next, use initiative modifier as the tie breaker. [/QUOTE]
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