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<blockquote data-quote="ad_hoc" data-source="post: 7333748" data-attributes="member: 6748898"><p>At our table movement is free and so are bonus actions unless the bonus action would take more time than the regular action.</p><p></p><p>Basically everyone rolls 1 die, the highest of their actions and bonus actions. For example, if someone shoots and casts Healing Word, they roll 1d10 rather than 1d4.</p><p></p><p>One really nice side benefit of the system is to ask the players what their characters are doing in each scene rather than rolling for initiative. Instead of rolling for initiative and then asking the player what they want to do on their turn and having them be conflicted - Let's say they want to first talk to the monster or do something else, but they don't want to 'waste their turn', and since initiative is rolled does that mean we have to fight?</p><p></p><p>Instead what happens is everyone declares all at once so no one person is on the spot and there is a consistency in the game. At the start of every scene I ask all the players what they do, whether it is exploration, combat, or social interaction. Regular initiative separates combat into its own thing.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7333748, member: 6748898"] At our table movement is free and so are bonus actions unless the bonus action would take more time than the regular action. Basically everyone rolls 1 die, the highest of their actions and bonus actions. For example, if someone shoots and casts Healing Word, they roll 1d10 rather than 1d4. One really nice side benefit of the system is to ask the players what their characters are doing in each scene rather than rolling for initiative. Instead of rolling for initiative and then asking the player what they want to do on their turn and having them be conflicted - Let's say they want to first talk to the monster or do something else, but they don't want to 'waste their turn', and since initiative is rolled does that mean we have to fight? Instead what happens is everyone declares all at once so no one person is on the spot and there is a consistency in the game. At the start of every scene I ask all the players what they do, whether it is exploration, combat, or social interaction. Regular initiative separates combat into its own thing. [/QUOTE]
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