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*Pathfinder & Starfinder
Moving to Side Initiative
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<blockquote data-quote="Crazy Jerome" data-source="post: 5756326" data-attributes="member: 54877"><p>Good idea!</p><p> </p><p>I often run something akin to side initiative (any relatively unimportant fight in the whole scheme of the adventure). Basically, we see how the initiative order shakes out as normal, then group the characters into two or three groups. Everyone in a group acts together. Hadn't thought about the saves and conditions idea, though.</p><p> </p><p>For a very streamlined version of what I do, I've seen proposed more than once something like:</p><p> </p><p>1. User average monster initiative mod, add 10. This is the DC that players need to hit to go before the monsters.</p><p> </p><p>2. All players roll initiative independently. </p><p> </p><p>3. Any player that made the check goes first.</p><p> </p><p>4. All monsters go.</p><p> </p><p>5. Any player that failed the check goes.</p><p> </p><p>Now, usually the way this is suggested, after the surprise/first rounds, you essentially end up with pure side. That is, the players that made the check go, then the monsters go, then all the players go, then the monsters go again, etc. But with RangerWickett's idea merged in, and your preference for reroll, you get something pretty dynamic, yet I bet still fast.</p><p> </p><p>Plus, if you have a very important and/or large conflict and monsters that have widely disparate initiatives, you can used a modified version. Have fast monsters and slow monsters grouped together. Set the DCs according. Players are divided up into as many as three groups, depending upon beating both DCs only the slow one, or neither. Slightly slower, but possibly worth it if you are worried about overwhelming the system or a lot of monsters being killers before anyone can react.</p><p> </p><p>Delay still works in this system--if you have beat a monster initiative. In that case, you can delay into a later group if it is important enough. But there is a real cost to using it, because a lot of monsters gets to act. So it is an option for those edge cases where it matters, but fairly rare.</p><p> </p><p>I'm going to need to try that.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5756326, member: 54877"] Good idea! I often run something akin to side initiative (any relatively unimportant fight in the whole scheme of the adventure). Basically, we see how the initiative order shakes out as normal, then group the characters into two or three groups. Everyone in a group acts together. Hadn't thought about the saves and conditions idea, though. For a very streamlined version of what I do, I've seen proposed more than once something like: 1. User average monster initiative mod, add 10. This is the DC that players need to hit to go before the monsters. 2. All players roll initiative independently. 3. Any player that made the check goes first. 4. All monsters go. 5. Any player that failed the check goes. Now, usually the way this is suggested, after the surprise/first rounds, you essentially end up with pure side. That is, the players that made the check go, then the monsters go, then all the players go, then the monsters go again, etc. But with RangerWickett's idea merged in, and your preference for reroll, you get something pretty dynamic, yet I bet still fast. Plus, if you have a very important and/or large conflict and monsters that have widely disparate initiatives, you can used a modified version. Have fast monsters and slow monsters grouped together. Set the DCs according. Players are divided up into as many as three groups, depending upon beating both DCs only the slow one, or neither. Slightly slower, but possibly worth it if you are worried about overwhelming the system or a lot of monsters being killers before anyone can react. Delay still works in this system--if you have beat a monster initiative. In that case, you can delay into a later group if it is important enough. But there is a real cost to using it, because a lot of monsters gets to act. So it is an option for those edge cases where it matters, but fairly rare. I'm going to need to try that. [/QUOTE]
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