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Let's Talk Initiative, Shall We?
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<blockquote data-quote="GMMichael" data-source="post: 6091530" data-attributes="member: 6685730"><p>I'll throw one initiative roll for each of my badguy types, which is often just one type. The effect is that there's a period when all PCs go, and a period when all badguys go. Works fine for me, because combat is rarely over in one round, meaning that the Dark Jedi's stormtroopers always get a chance to do <em>something</em>. </p><p></p><p>What I'd like to try, though, is a continuous initiative. So at the end of your round, you roll initiative again, and act on that initiative, even if it falls before someone who hasn't acted yet. This could supersede certain class features that allow "multiple attacks," reward dextrous characters, or even penalize players who spend a long time deciding what to do.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6091530, member: 6685730"] I'll throw one initiative roll for each of my badguy types, which is often just one type. The effect is that there's a period when all PCs go, and a period when all badguys go. Works fine for me, because combat is rarely over in one round, meaning that the Dark Jedi's stormtroopers always get a chance to do [I]something[/I]. What I'd like to try, though, is a continuous initiative. So at the end of your round, you roll initiative again, and act on that initiative, even if it falls before someone who hasn't acted yet. This could supersede certain class features that allow "multiple attacks," reward dextrous characters, or even penalize players who spend a long time deciding what to do. [/QUOTE]
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