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Removing Initiative
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<blockquote data-quote="CubicsRube" data-source="post: 7534283" data-attributes="member: 6848185"><p>I've been running a DW campaign for near on 2 years and regularly play in 5e.</p><p></p><p>There are some effects of removing initiative entirely such as the barbarian ability to get advantage on initiative rolls.</p><p></p><p>Removing rounds in the traditional sense is far more difficult.</p><p></p><p>I would suggest this commonly mentioned rule:</p><p>At the start of combat you set an "initiative dc" for the enemies.</p><p>Players roll initiative. Whoever beats the dc can act before the monsters in any order they like.</p><p>Then all the monsters act.</p><p>Then all the players.</p><p>Repeat last 2 steps.</p><p></p><p>That way you don't punish classes that have benefits in the initiative space (such as assassin rogues), you preserve the round structure, and you encourage coordination and tactics that is very noticeable in Dungeon World play.</p><p></p><p>The only thing that gets a little odd might be spell durations. You can use common sense i think in most cases on these. If you want a codified solution however, you can use shadow of the demon lords rounds structure for inspiration if you want, which includes an "end of round" phase in which most spells trigger/expire</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7534283, member: 6848185"] I've been running a DW campaign for near on 2 years and regularly play in 5e. There are some effects of removing initiative entirely such as the barbarian ability to get advantage on initiative rolls. Removing rounds in the traditional sense is far more difficult. I would suggest this commonly mentioned rule: At the start of combat you set an "initiative dc" for the enemies. Players roll initiative. Whoever beats the dc can act before the monsters in any order they like. Then all the monsters act. Then all the players. Repeat last 2 steps. That way you don't punish classes that have benefits in the initiative space (such as assassin rogues), you preserve the round structure, and you encourage coordination and tactics that is very noticeable in Dungeon World play. The only thing that gets a little odd might be spell durations. You can use common sense i think in most cases on these. If you want a codified solution however, you can use shadow of the demon lords rounds structure for inspiration if you want, which includes an "end of round" phase in which most spells trigger/expire [/QUOTE]
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