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please critique: Chrono Trigger style Initiative mechanic
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<blockquote data-quote="OGIHR" data-source="post: 7134637" data-attributes="member: 6879245"><p>I'd thought about applying DexMod to the incrementation on each tick, but it just seemed wrong for DexMod to have the capacity to completely eclipse the impact of the die roll. I should point out that I come from a tradition of superhero gaming (moreso than D&D), and in my head it should be a matter of core rules rather than character-trait complications which justifies the Flash's ability to take many more turns than Batman, who should take a few more turns than Green Lantern. Thus Haste and the like being per-tick, while DexMod is only per-turn. Does that make any sense?</p><p></p><p>Your second paragraph is pretty much identical in scale (although obviously opposite in direction) to the Speed Factor chart on DMG page 271, so we're on the same metaphorical-page there.</p><p></p><p>And I'm still trying to figure it out in my head if bonus actions should be available before/during/after primary actions, if reactions should be per-turn or per-X-ticks, and how readied actions should factor in. Your suggestions are entirely viable; I'm just unsure how to best achieve the verisimilitude which I desire. Thank you for your help.</p><p></p><p></p><p>Sadly, I never touch Kickstarter anymore. I signed up to contribute for a sanctioned supplement for the game MonsterHearts, which was released as a "backers preview" but never actually finished. Even while they launched a new Kickstarter for a whole new edition, which has been completed, while their prior commitment sat abandoned. Turned me off to the whole idea of Kickstarter, sadly.</p></blockquote><p></p>
[QUOTE="OGIHR, post: 7134637, member: 6879245"] I'd thought about applying DexMod to the incrementation on each tick, but it just seemed wrong for DexMod to have the capacity to completely eclipse the impact of the die roll. I should point out that I come from a tradition of superhero gaming (moreso than D&D), and in my head it should be a matter of core rules rather than character-trait complications which justifies the Flash's ability to take many more turns than Batman, who should take a few more turns than Green Lantern. Thus Haste and the like being per-tick, while DexMod is only per-turn. Does that make any sense? Your second paragraph is pretty much identical in scale (although obviously opposite in direction) to the Speed Factor chart on DMG page 271, so we're on the same metaphorical-page there. And I'm still trying to figure it out in my head if bonus actions should be available before/during/after primary actions, if reactions should be per-turn or per-X-ticks, and how readied actions should factor in. Your suggestions are entirely viable; I'm just unsure how to best achieve the verisimilitude which I desire. Thank you for your help. Sadly, I never touch Kickstarter anymore. I signed up to contribute for a sanctioned supplement for the game MonsterHearts, which was released as a "backers preview" but never actually finished. Even while they launched a new Kickstarter for a whole new edition, which has been completed, while their prior commitment sat abandoned. Turned me off to the whole idea of Kickstarter, sadly. [/QUOTE]
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please critique: Chrono Trigger style Initiative mechanic
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