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General Tabletop Discussion
*Dungeons & Dragons
Rerolling Initiative each Round
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<blockquote data-quote="Charlaquin" data-source="post: 9507534" data-attributes="member: 6779196"><p>This works. Personally I have players declare actions in order of highest to lowest Wisdom score, and have Dexterity score break ties. I also recommend not having players declare bonus actions during this phase. Just action, and if relevant the weapon or spell they plan to use for that action.</p><p></p><p>I prefer to use different dice (smaller dice for faster weapons/spells, bigger dice for slower), and go lowest to highest instead of rolling a d20 and adding modifiers based on weapon/spell speeds. The reason for this is that it cuts down on arithmetic, which can slow down the process, and if your initiative count is just the number rolled on a die, players can keep that number facing up so there’s no risk of forgetting their initiative.</p><p></p><p>Yep, dodge, disengage, and dash are popular options for “default actions” you can take if your action becomes impossible to take. Personally, I favor Ready for this purpose. That way you basically get a second opportunity to make an attack or cast a spell, but at the cost of your reaction.</p><p></p><p>My rule is that any effect that would normally happen at the start or end of a creature’s turn (including short-duration effects expiring) instead happen at the start or end of the round on which that creature’s turn takes place. </p><p></p><p>Another option might be for one-round effects to end on the same initiative they started on, on the following round. But then you risk forgetting what count an effect started on.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9507534, member: 6779196"] This works. Personally I have players declare actions in order of highest to lowest Wisdom score, and have Dexterity score break ties. I also recommend not having players declare bonus actions during this phase. Just action, and if relevant the weapon or spell they plan to use for that action. I prefer to use different dice (smaller dice for faster weapons/spells, bigger dice for slower), and go lowest to highest instead of rolling a d20 and adding modifiers based on weapon/spell speeds. The reason for this is that it cuts down on arithmetic, which can slow down the process, and if your initiative count is just the number rolled on a die, players can keep that number facing up so there’s no risk of forgetting their initiative. Yep, dodge, disengage, and dash are popular options for “default actions” you can take if your action becomes impossible to take. Personally, I favor Ready for this purpose. That way you basically get a second opportunity to make an attack or cast a spell, but at the cost of your reaction. My rule is that any effect that would normally happen at the start or end of a creature’s turn (including short-duration effects expiring) instead happen at the start or end of the round on which that creature’s turn takes place. Another option might be for one-round effects to end on the same initiative they started on, on the following round. But then you risk forgetting what count an effect started on. [/QUOTE]
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