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More granular initiative variant
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<blockquote data-quote="Rockyroad" data-source="post: 8155521" data-attributes="member: 7028097"><p>You're not missing anything. This is definitely not for everyone. My idea was to simulate a more realistic flow to combat but at the expense of being more complex. I have not tested this system, but I have to guess it will be much more time consuming to run, although with some practice it may be tolerable because most of the Impulses will just involve moving your character 1 square on the grid so you may be able to quickly run through the initiative order.</p><p></p><p>Wow, excellent analysis. Better than I could have done lol. You've got it right. This is pretty much the way I pictured it when I was coming up with the rules.</p><p></p><p>For movement, I wanted to make it easiest to run speeds of 30 ft so going with 5 ft increments made the most sense. Much greater speeds are less common but the idea is to divide the movement into 6 equal parts as much as possible because as you've figured out, the Impulses are really simulating time with each Impulse representing 1 second in the round. When the speed does not divide into 6 equal parts, adjust by adding movement to each Impulse in 5 ft increments until the proper total speed is allocated.</p><p></p><p>For multiple attacks, I didn't want to get into the situation where you finally reach your target on Impulse 6 and then you can only make 1 attack, but then again limiting attacks to 1 per Impulse is more realistic and maybe in the chaos of battle you can't always do everything you want to so I think this may not be a bad idea. You've said before that you don't like weapon speed, but this may be an opportunity to introduce that idea. For example, you could say that for light or finesse weapons you can attack twice per Impulse instead of once.</p><p></p><p>For me, the situation where a creature can not perform all it's actions before another is actually a feature of the system that I was going for, to simulate a more simultaneous flow to the action which I feel is more realistic. I don't think one creature should be able to blow through all it's abilities before another gets to react at all.</p><p></p><p>The potential issues of wasted actions and unspent movement is a bit problematic, but I guess I would have to chalk it up to the random chaos of combat. Not so satisfying to the individual player but I think it is more realistic. Obviously, players would have to be on board with this thinking.</p><p></p><p>Your excellent analysis has brought a couple of concepts to the fore:</p><p>Ranged attackers are king in this system. </p><p>It will be difficult for melees to run down enemies. It may be better for them to form a defensive line in front of the archers and ready their attacks.</p><p>Because of the granularity in the system, you have the opportunity to react to the changing conditions on the battlefield.</p><p></p><p>Anyway, at this point it's just a thought exercise until I get the time to actually test it out. Thanks for your thoughts.</p></blockquote><p></p>
[QUOTE="Rockyroad, post: 8155521, member: 7028097"] You're not missing anything. This is definitely not for everyone. My idea was to simulate a more realistic flow to combat but at the expense of being more complex. I have not tested this system, but I have to guess it will be much more time consuming to run, although with some practice it may be tolerable because most of the Impulses will just involve moving your character 1 square on the grid so you may be able to quickly run through the initiative order. Wow, excellent analysis. Better than I could have done lol. You've got it right. This is pretty much the way I pictured it when I was coming up with the rules. For movement, I wanted to make it easiest to run speeds of 30 ft so going with 5 ft increments made the most sense. Much greater speeds are less common but the idea is to divide the movement into 6 equal parts as much as possible because as you've figured out, the Impulses are really simulating time with each Impulse representing 1 second in the round. When the speed does not divide into 6 equal parts, adjust by adding movement to each Impulse in 5 ft increments until the proper total speed is allocated. For multiple attacks, I didn't want to get into the situation where you finally reach your target on Impulse 6 and then you can only make 1 attack, but then again limiting attacks to 1 per Impulse is more realistic and maybe in the chaos of battle you can't always do everything you want to so I think this may not be a bad idea. You've said before that you don't like weapon speed, but this may be an opportunity to introduce that idea. For example, you could say that for light or finesse weapons you can attack twice per Impulse instead of once. For me, the situation where a creature can not perform all it's actions before another is actually a feature of the system that I was going for, to simulate a more simultaneous flow to the action which I feel is more realistic. I don't think one creature should be able to blow through all it's abilities before another gets to react at all. The potential issues of wasted actions and unspent movement is a bit problematic, but I guess I would have to chalk it up to the random chaos of combat. Not so satisfying to the individual player but I think it is more realistic. Obviously, players would have to be on board with this thinking. Your excellent analysis has brought a couple of concepts to the fore: Ranged attackers are king in this system. It will be difficult for melees to run down enemies. It may be better for them to form a defensive line in front of the archers and ready their attacks. Because of the granularity in the system, you have the opportunity to react to the changing conditions on the battlefield. Anyway, at this point it's just a thought exercise until I get the time to actually test it out. Thanks for your thoughts. [/QUOTE]
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