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General Tabletop Discussion
*Dungeons & Dragons
Pushing the 4th edition envelope
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<blockquote data-quote="I'm A Banana" data-source="post: 6245803" data-attributes="member: 2067"><p>I actually hadn't realized this before, but one of my silly little initiative house rules is part of what actually makes this viable: I only have PC's roll initiative, and then have the creatures go in between party members (after them usually, or before them if the creature gained surprise). I did this because I didn't like the "clumping" effect that a d20 roll can sometimes create, and because the flow of player turn/DM turn/player turn/DM turn is a pretty good table dynamic.</p><p></p><p>So more than a high Init bonus, what becomes important is gaining (or avoiding) surprise, and even that isn't entirely dominating. Though the degree to which it influences adventure strategy for me is a good change: a party who thinks about approaching a room full of minions by scouting it out with the party sneak and then trying to get an ambush and then keeping the fight quiet...that's a party I'm happy to reward with a fairly easy fight and a bit of XP they didn't suffer too much to get. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>I think I'm going to adopt some save-or-die minions (maybe without the penalty). I like minions in general, but sometimes I want a bit more granularity on damaging effects than they can provide (but still don't want to do the work of counting hit points, because counting is for suckers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6245803, member: 2067"] I actually hadn't realized this before, but one of my silly little initiative house rules is part of what actually makes this viable: I only have PC's roll initiative, and then have the creatures go in between party members (after them usually, or before them if the creature gained surprise). I did this because I didn't like the "clumping" effect that a d20 roll can sometimes create, and because the flow of player turn/DM turn/player turn/DM turn is a pretty good table dynamic. So more than a high Init bonus, what becomes important is gaining (or avoiding) surprise, and even that isn't entirely dominating. Though the degree to which it influences adventure strategy for me is a good change: a party who thinks about approaching a room full of minions by scouting it out with the party sneak and then trying to get an ambush and then keeping the fight quiet...that's a party I'm happy to reward with a fairly easy fight and a bit of XP they didn't suffer too much to get. :) I think I'm going to adopt some save-or-die minions (maybe without the penalty). I like minions in general, but sometimes I want a bit more granularity on damaging effects than they can provide (but still don't want to do the work of counting hit points, because counting is for suckers. ;)). [/QUOTE]
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