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General Tabletop Discussion
*Dungeons & Dragons
Rerolling Initiative each Round
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<blockquote data-quote="Ruin Explorer" data-source="post: 9508452" data-attributes="member: 18"><p>It's not just your platform.</p><p></p><p>Constantly having to re-adjust "who is next" sequences absolutely slow down the game as compared to having a fixed initiative order. That is, in fact, one of the major reasons 5E went with there being basically no way to change your initiative score, whereas in 4E, there were loads, and they absolutely put a significant brake on the game as you had to keep track of an ever-changing order.</p><p></p><p>Further, it doesn't just mess up tactics, it makes players take longer turns, period, because they can't get into a fixed mindset about when they're acting in the round, nor anticipate what will happen, they have to continually re-adjust their thinking, and work on a basis of having absolutely no idea what the initiative will be next turn. That also makes players play far more reactively and less tactically and thoughtfully. It will help to amplify player bad judgement if that's something you want, because impulsive and less thoughtful players will make more and larger mistakes when they have a continually shifting initiative, and less focused players will often get confused by the constantly changing turn order.</p><p></p><p>And as Gorck says, depending on the specific system used, this may also mean a lot of abilities have weird-ass timing on them, and be vastly more or less effective than expected, which pushes people away from buffs and CC spells, and towards direct damage, which may be good, bad or neutral depending on what you want from a game.</p><p></p><p></p><p>Yeah I think if you're going to do every-round initiative a system like this is obviously better.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9508452, member: 18"] It's not just your platform. Constantly having to re-adjust "who is next" sequences absolutely slow down the game as compared to having a fixed initiative order. That is, in fact, one of the major reasons 5E went with there being basically no way to change your initiative score, whereas in 4E, there were loads, and they absolutely put a significant brake on the game as you had to keep track of an ever-changing order. Further, it doesn't just mess up tactics, it makes players take longer turns, period, because they can't get into a fixed mindset about when they're acting in the round, nor anticipate what will happen, they have to continually re-adjust their thinking, and work on a basis of having absolutely no idea what the initiative will be next turn. That also makes players play far more reactively and less tactically and thoughtfully. It will help to amplify player bad judgement if that's something you want, because impulsive and less thoughtful players will make more and larger mistakes when they have a continually shifting initiative, and less focused players will often get confused by the constantly changing turn order. And as Gorck says, depending on the specific system used, this may also mean a lot of abilities have weird-ass timing on them, and be vastly more or less effective than expected, which pushes people away from buffs and CC spells, and towards direct damage, which may be good, bad or neutral depending on what you want from a game. Yeah I think if you're going to do every-round initiative a system like this is obviously better. [/QUOTE]
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