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<blockquote data-quote="Swarmkeeper" data-source="post: 7333633" data-attributes="member: 6921763"><p>We roll initiative before the session starts so we can jump right into combat without pause, should it break out (I always chuckle to myself at this phrase as it nearly always does). If I've done my homework as DM, I've rolled for the monsters beforehand as well. </p><p></p><p>We experimented with <a href="http://angrydm.com/2013/09/popcorn-initiative-a-great-way-to-adjust-dd-and-pathfinder-initiative-with-a-stupid-name/" target="_blank">"popcorn"</a> initiative in two of my current groups. In both cases, we went back to the RAW as popcorn felt too gamey.</p><p></p><p>I'm with the simple-is-better camp. RAW initiative is simple. Maybe it is not "realistic" - but we're playing make-believe, right? Some players do tune out when it is not their turn, but that says more about them than the system. Other players pay attention and adjust what they want to do based on the actions of others before them. In either case, I rarely have someone who is frozen with indecision when his or her turn comes around.</p><p></p><p>At the end of the day, feel free to experiment with other initiative models to find what provides the most fun at your table. You don't need to stick with one forever. Just beware of unintended consequences of an alternative (e.g. a declared attack targets an enemy that goes down before the player's turn, so the player skips their turn - this is a major bummer, IMO).</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 7333633, member: 6921763"] We roll initiative before the session starts so we can jump right into combat without pause, should it break out (I always chuckle to myself at this phrase as it nearly always does). If I've done my homework as DM, I've rolled for the monsters beforehand as well. We experimented with [URL="http://angrydm.com/2013/09/popcorn-initiative-a-great-way-to-adjust-dd-and-pathfinder-initiative-with-a-stupid-name/"]"popcorn"[/URL] initiative in two of my current groups. In both cases, we went back to the RAW as popcorn felt too gamey. I'm with the simple-is-better camp. RAW initiative is simple. Maybe it is not "realistic" - but we're playing make-believe, right? Some players do tune out when it is not their turn, but that says more about them than the system. Other players pay attention and adjust what they want to do based on the actions of others before them. In either case, I rarely have someone who is frozen with indecision when his or her turn comes around. At the end of the day, feel free to experiment with other initiative models to find what provides the most fun at your table. You don't need to stick with one forever. Just beware of unintended consequences of an alternative (e.g. a declared attack targets an enemy that goes down before the player's turn, so the player skips their turn - this is a major bummer, IMO). [/QUOTE]
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