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<blockquote data-quote="Var" data-source="post: 8011769" data-attributes="member: 7022819"><p>Swen mentioned they changed stuff about the Initiative system and we'll get a look at it in the upcoming Demo. I'd fully expect the game to ship with Squad based Initiative and individual Initiative of some sort. We're very likely to see at least 2 out of these 4 (if not all of them):</p><p>1. DOS style, highest goes first, then ping pong in between sides.</p><p>2. DnD5e, everything rolls for it fair and square.</p><p>3. DnD5e, but with "passive" Initiative (or just using a smaller die like a D6 rather than a D20).</p><p>4. BG3 Demo gameplay, squad based Initiative.</p><p>Gotta admit I do care way too much about whatever ends up the default option though. It's extremely likely I'll stick with whatever Larian ends ups making standard.</p><p>Option 1 is lame, devalues having multiple high Initiative characters in the party and honestly is the least interesting.</p><p>Option 2 is going to lead to swingy fights, but it's DnD, D20s are always going to be swingy and it makes for fun variation if you have to adjust your plan on the fly to match the dice, rather than execute the same battleplan every fight.</p><p>Option 3 is probably my favorite. Initiatve just matters, but save scumming for a better result won't exist. Rolling is fine in DnD, because there is no do over. For a PC game with D20 RNG, it might just be better to tune here a bit.</p><p>Option 4 is currently a wildcard to me. Even more than Option 2 This can be completely devastating or trivialize combat entirely depending on how group Initiative is handled. If only the highest result counts every player party gets an alpha strike most of the time. However the other side's damage output will be pretty bursty as well. Somewhat sure 5E mechanics don't deal well with it either way. I'm suspecting playtesting (on top of the obvious player feedback) showed this has massive problems and making individual Initiative matter is pretty important. This does speed up combat significantly and allows to set up combos very easily.</p><p>Willing to bet money that Option 2 and 3 make for the better tactical gameplay, 3 is the one I'd personally predict as the most fun option.</p></blockquote><p></p>
[QUOTE="Var, post: 8011769, member: 7022819"] Swen mentioned they changed stuff about the Initiative system and we'll get a look at it in the upcoming Demo. I'd fully expect the game to ship with Squad based Initiative and individual Initiative of some sort. We're very likely to see at least 2 out of these 4 (if not all of them): 1. DOS style, highest goes first, then ping pong in between sides. 2. DnD5e, everything rolls for it fair and square. 3. DnD5e, but with "passive" Initiative (or just using a smaller die like a D6 rather than a D20). 4. BG3 Demo gameplay, squad based Initiative. Gotta admit I do care way too much about whatever ends up the default option though. It's extremely likely I'll stick with whatever Larian ends ups making standard. Option 1 is lame, devalues having multiple high Initiative characters in the party and honestly is the least interesting. Option 2 is going to lead to swingy fights, but it's DnD, D20s are always going to be swingy and it makes for fun variation if you have to adjust your plan on the fly to match the dice, rather than execute the same battleplan every fight. Option 3 is probably my favorite. Initiatve just matters, but save scumming for a better result won't exist. Rolling is fine in DnD, because there is no do over. For a PC game with D20 RNG, it might just be better to tune here a bit. Option 4 is currently a wildcard to me. Even more than Option 2 This can be completely devastating or trivialize combat entirely depending on how group Initiative is handled. If only the highest result counts every player party gets an alpha strike most of the time. However the other side's damage output will be pretty bursty as well. Somewhat sure 5E mechanics don't deal well with it either way. I'm suspecting playtesting (on top of the obvious player feedback) showed this has massive problems and making individual Initiative matter is pretty important. This does speed up combat significantly and allows to set up combos very easily. Willing to bet money that Option 2 and 3 make for the better tactical gameplay, 3 is the one I'd personally predict as the most fun option. [/QUOTE]
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