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Mongoose Traveler's Amazing New Initiative System


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this works really well when you're in a game with suppressive fire and melee combat is not really a necessity, how would you adapt this to DnD?
 


AnonymousOne said:
this works really well when you're in a game with suppressive fire and melee combat is not really a necessity, how would you adapt this to DnD?

I don't think it fits a melee-oriented game, except perhaps one with a very strong martial arts theme.

I mean, you COULD use it much as it's described in this blog post, I just don't think you'd have a whole lot of interaction with it.

Mouseferatu said:
Eh. More complex than I'm interested in for something as basic as initiative.

But for those who like the complexity, knock yourselves out. :)

Honestly, if it's executed as well as it's concepted, I don't see any reason it should end up any more complicated than d20 Initiative. Having an obvious 'running total' of one's Initiative score (in the form of the dice sitting in front of you) would make keeping track of things much simpler and more intuitive, and certainly easy to adjust on the fly.

It also seems designed to largely REPLACE a position-based tactical engine, rather than to supplement one. Could be wrong about that, though.
 

Whoa, just whoa. Where's a jawdrop emoticon when you need it.

As is it seems slightly more complex than I'd prefer, but I definitely see potential here. It's already giving me ideas.

EDIT: This is like a tick-system without the ticks, just running available actions against action time cost. There are mechanical elements here I'm going to have to tear into.
 

I really like this. I can see how it's confusing to read, but with a little time it could work simply and quickly.

What I don't understand is how a round begins and ends. From what I saw, it seems the round is continuous and everyone acts on a 6, then waits to get to six again.
 



AnonymousOne said:
Well ... your spell durations just went to hell in a handbasket.
Why? Spell durations could be measured in "ticks", the intervals when everyone gets a +2 on their die.

Area effects could also be used like suppressive fire.

Cheers, -- N
 

Like pretty much everyone else, I find that both very cool (Suppressing fire as a viable strategy? Sign me up!) and a little complex. I'm not used to having to re-read initiative rules to fully get them.

Still, that seems like the basis for a really good initiative system.
 

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