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Playtest: Curse of Xu'Set
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<blockquote data-quote="Gargoyle" data-source="post: 6110639" data-attributes="member: 529"><p>Initiative every round worked fine and presented no issues, and I do know that my players probably prefer it because if they botch an initiative roll it makes them feel like they can make it up on the next round. It also lends a certain amount of unpredictability to combat; I've played initiative the D&D Next way in earlier games and it sort of leads to predictability.</p><p></p><p>However, it took me a long time to figure out how to be very good at managing rolling initiative every round; it's not hard for me now, but I remember the days when I struggled with it and forgot someone (oh you didn't get a turn...sorry...time to catch you up...) Indeed, despite having it clearly written down in my notepad I did exactly that one time yesterday. I think next game I run it I'll try just the one roll at the beginning of combat and see how they like it, because I do realize how much easier it can be. </p><p></p><p>Also, I don't really have large D&D groups anymore; two players are easy to manage rolling every round even with a load of henchmen (I had them roll for each NPC type as well). With a larger group however, I wouldn't have fared as well, and rolling every round would have sucked away more time.</p><p></p><p>I think I shall try it once every conflict next time for the sake of playtesting and to see how my players like it, but also to get used to it for when I do have a larger number of people at the table again.</p></blockquote><p></p>
[QUOTE="Gargoyle, post: 6110639, member: 529"] Initiative every round worked fine and presented no issues, and I do know that my players probably prefer it because if they botch an initiative roll it makes them feel like they can make it up on the next round. It also lends a certain amount of unpredictability to combat; I've played initiative the D&D Next way in earlier games and it sort of leads to predictability. However, it took me a long time to figure out how to be very good at managing rolling initiative every round; it's not hard for me now, but I remember the days when I struggled with it and forgot someone (oh you didn't get a turn...sorry...time to catch you up...) Indeed, despite having it clearly written down in my notepad I did exactly that one time yesterday. I think next game I run it I'll try just the one roll at the beginning of combat and see how they like it, because I do realize how much easier it can be. Also, I don't really have large D&D groups anymore; two players are easy to manage rolling every round even with a load of henchmen (I had them roll for each NPC type as well). With a larger group however, I wouldn't have fared as well, and rolling every round would have sucked away more time. I think I shall try it once every conflict next time for the sake of playtesting and to see how my players like it, but also to get used to it for when I do have a larger number of people at the table again. [/QUOTE]
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