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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="epithet" data-source="post: 7761753" data-attributes="member: 6796566"><p>We primarily use the Fantasy Grounds virtual tabletop, which has an amazing combat tracker built into it. Actually, you could say the entire program is built around the combat tracker. One of the 5e ruleset options you can toggle is "reroll initiative every round," and we recently decided to give that a try. We talked about it beforehand, and there was some concern regarding effects lasting "until your next turn" and whatnot, and we were prepared to put a little effort into figuring out when status effects should expire and so forth. It turned out to be effortless.</p><p></p><p>Those concerns really never materialized, to be honest. The fact that sometimes a character or creature gets to go twice in rapid succession while other times getting dogpiled has turned out to be much more of a feature than a flaw, and keeping up with effects is intuitive. Rerolling initiative every turn has become standard practice in my group based on our experience with that option.</p></blockquote><p></p>
[QUOTE="epithet, post: 7761753, member: 6796566"] We primarily use the Fantasy Grounds virtual tabletop, which has an amazing combat tracker built into it. Actually, you could say the entire program is built around the combat tracker. One of the 5e ruleset options you can toggle is "reroll initiative every round," and we recently decided to give that a try. We talked about it beforehand, and there was some concern regarding effects lasting "until your next turn" and whatnot, and we were prepared to put a little effort into figuring out when status effects should expire and so forth. It turned out to be effortless. Those concerns really never materialized, to be honest. The fact that sometimes a character or creature gets to go twice in rapid succession while other times getting dogpiled has turned out to be much more of a feature than a flaw, and keeping up with effects is intuitive. Rerolling initiative every turn has become standard practice in my group based on our experience with that option. [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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