Davelozzi said:Actually, I was considering something along the lines of first action at the rolled initiative phase and each subsequent action say maybe 3 phases later or something like that (losing any actions that drop to a zero initiative or lower).
Darklone said:There it was again, the evil word: Realistic !
Davelozzi said:
And I agree with Mustrum, I see no problem with rolling fast being a bit of an advantage. Players who are really concerned can take the Improved Initiative feat, but why shouldn't they? That's why feats are there, to give you some little advantage. And I don't think everyone would take them. Most characters don't even get multiple attacks for several levels anyway.
Other games do it and it seems to work well. Besides that Feng Shui scenario with the other EN boarders, I've played a bit of Alternity, which uses a similar rule, and it never seemed to cause a problem.Originally posted by Crothian So, they don't get multiple attacks for a while. That just means they won't be starting out with Improved Iniative. The Ranger will. Just cause a rule doesn't apply for at least 5 levels doesn't make it a good rule. Why take a gamble that you're going to lose an attack just for rolling bad?
Valid points. I'm not sure. While I've been reading 3e materials since they came out, I haven't had a chance to play yet so part of the reason why I was asking was to get feedback like this, see things that I might have missed and to find out if anyone else had tried similar things and hear how it worked for them.Originally posted by Crothian
How is Haste and Quicken Spell going to fit into this? Both those allow you more actions in a round, but in your rules when would they get their extra actions?
Me too. If I try it I'll keep you posted once it's seen some playtesting.Originally posted by Crothian Mostly, I'm being Devil's Advocate. It's an interesting rule and I'm just curious how you plan and handling these situations.