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More granular initiative variant
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<blockquote data-quote="Rockyroad" data-source="post: 8155944" data-attributes="member: 7028097"><p>I used 6 Impulses to make the math on 30 ft speed easier to run on 5 ft square battle mats, but this does work out that each Impulse equates to 1 second which was intentional. I'll edit the rules to make that more explicit.</p><p></p><p>The feel I wanted to get out of this initiative system was that the actions or more specifically the combat movement was happening simultaneously in parallel with all combatants, or at least come close to simulating that feeling. That's why I went with the incremental steps in movement and not allowing one combatant to make a large chunk of movement without allowing others to react or adjust to that. It's just more realistic to me.</p><p></p><p>Yeah this makes sense.</p><p></p><p>Another thought I had was allowing unfinished actions to carry over to the next round. I already have it in the rules such that if you're knocked prone it takes 3 Impulses from the time you're knocked prone to the time you can get back up. For example, if you get pushed prone on Impulse 5 you can not get back up until Impulse 2 of the next Round. Maybe allow this for other actions such as casting spells that take extra time, or extra attacks you weren't able to get off, like when you finally reach your target on Impulse 6 you take your Attack Action to make an attack but then you are allowed to take your extra attack on Impulse 1of the next Round. This would alleviate the problem of wasted actions at the cost of extra bookkeeping. IDK, I'd have to think about this.</p></blockquote><p></p>
[QUOTE="Rockyroad, post: 8155944, member: 7028097"] I used 6 Impulses to make the math on 30 ft speed easier to run on 5 ft square battle mats, but this does work out that each Impulse equates to 1 second which was intentional. I'll edit the rules to make that more explicit. The feel I wanted to get out of this initiative system was that the actions or more specifically the combat movement was happening simultaneously in parallel with all combatants, or at least come close to simulating that feeling. That's why I went with the incremental steps in movement and not allowing one combatant to make a large chunk of movement without allowing others to react or adjust to that. It's just more realistic to me. Yeah this makes sense. Another thought I had was allowing unfinished actions to carry over to the next round. I already have it in the rules such that if you're knocked prone it takes 3 Impulses from the time you're knocked prone to the time you can get back up. For example, if you get pushed prone on Impulse 5 you can not get back up until Impulse 2 of the next Round. Maybe allow this for other actions such as casting spells that take extra time, or extra attacks you weren't able to get off, like when you finally reach your target on Impulse 6 you take your Attack Action to make an attack but then you are allowed to take your extra attack on Impulse 1of the next Round. This would alleviate the problem of wasted actions at the cost of extra bookkeeping. IDK, I'd have to think about this. [/QUOTE]
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