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Removing Initiative
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<blockquote data-quote="Blue" data-source="post: 7534421" data-attributes="member: 20564"><p>I think that's a very cool system.</p><p></p><p>I think it would be hard to backfit to 5e D&D because of the number of durations and triggers the system has.</p><p></p><p>Spells are the most obvious topic. Think about a spell that does damage when a foe ends it's turn in the area. If the foe gets fewer activations they will take less damage. If the PCs roll more success with cost they get the benefit of the foe taking more damage.</p><p></p><p>Things that last until "the start of your next turn" are assumed to impact each foe (or ally, if it's helpful) exactly once.</p><p></p><p>Action surge is a way to get another action without the foes getting one - but really if you roll poorly they can interrupt, and they might even get more actions because of your action surge.</p><p></p><p>Each case could be corrected - but really that seems like a lot of work and that maybe a system that had less built on action economy and less reliance on the "everyone gets one action per turn" would be better able to natively take advantage of that sort of combat flow replacing initiative.</p></blockquote><p></p>
[QUOTE="Blue, post: 7534421, member: 20564"] I think that's a very cool system. I think it would be hard to backfit to 5e D&D because of the number of durations and triggers the system has. Spells are the most obvious topic. Think about a spell that does damage when a foe ends it's turn in the area. If the foe gets fewer activations they will take less damage. If the PCs roll more success with cost they get the benefit of the foe taking more damage. Things that last until "the start of your next turn" are assumed to impact each foe (or ally, if it's helpful) exactly once. Action surge is a way to get another action without the foes getting one - but really if you roll poorly they can interrupt, and they might even get more actions because of your action surge. Each case could be corrected - but really that seems like a lot of work and that maybe a system that had less built on action economy and less reliance on the "everyone gets one action per turn" would be better able to natively take advantage of that sort of combat flow replacing initiative. [/QUOTE]
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