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<blockquote data-quote="Justice and Rule" data-source="post: 8153821" data-attributes="member: 6778210"><p>Here's a <a href="https://media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf" target="_blank">link</a>.</p><p></p><p>It makes for an interesting game. The entire idea by Mearls was to randomize each turn while forcing people to decide before their turn what to do. I think he outlines the scenario of someone making a break for a door, and how it's always basically decided in the regular initiative decision, and he wanted to put tension into things.</p><p></p><p>It's got a solid basis for an initiative system, but again run into big problems (it really doesn't jive with the Bonus Action economy, where quick classes who are supposed to be able to do more are slowed down by having extra bonus actions) and small problems (Certain classes have features that don't quite work with the damage die mechanic). I believe Mearls had generic dice for attack actions based on the type (with ranged being quicker, which... eh, Dex Attacks already have enough of an advantage), but suggested doing the damage die thing. I can't find my full modifications for it, sadly (Must have gotten deleted or lost in a transfer to my new computers), but they aren't hard and if you want them I can probably write them up.</p><p></p><p></p><p></p><p>I was talking in 5E, but I'd say PF2 gives more reason to use light weapons than 5E.</p><ol> <li data-xf-list-type="ol">Finesse is available on more small weapons in PF2, giving you more options. Might be a function of having more weapons in general, but things like the Light Mace have it, which gives a reason for having it.</li> <li data-xf-list-type="ol">Agile, which allows for more attacks.</li> <li data-xf-list-type="ol">Feats that can upgrade simple weapons, like Deadly Simplicity, which make what would be lesser deity weapons more viable.</li> </ol><p>5E does have dual-wielding as a bigger thing, but that's also more situational. Using a single light weapon is much more viable for PF2.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8153821, member: 6778210"] Here's a [URL='https://media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf']link[/URL]. It makes for an interesting game. The entire idea by Mearls was to randomize each turn while forcing people to decide before their turn what to do. I think he outlines the scenario of someone making a break for a door, and how it's always basically decided in the regular initiative decision, and he wanted to put tension into things. It's got a solid basis for an initiative system, but again run into big problems (it really doesn't jive with the Bonus Action economy, where quick classes who are supposed to be able to do more are slowed down by having extra bonus actions) and small problems (Certain classes have features that don't quite work with the damage die mechanic). I believe Mearls had generic dice for attack actions based on the type (with ranged being quicker, which... eh, Dex Attacks already have enough of an advantage), but suggested doing the damage die thing. I can't find my full modifications for it, sadly (Must have gotten deleted or lost in a transfer to my new computers), but they aren't hard and if you want them I can probably write them up. I was talking in 5E, but I'd say PF2 gives more reason to use light weapons than 5E. [LIST=1] [*]Finesse is available on more small weapons in PF2, giving you more options. Might be a function of having more weapons in general, but things like the Light Mace have it, which gives a reason for having it. [*]Agile, which allows for more attacks. [*]Feats that can upgrade simple weapons, like Deadly Simplicity, which make what would be lesser deity weapons more viable. [/LIST] 5E does have dual-wielding as a bigger thing, but that's also more situational. Using a single light weapon is much more viable for PF2. [/QUOTE]
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