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Resource-Draining Model D&D Doesn't Work (for me)
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<blockquote data-quote="DND_Reborn" data-source="post: 7638102" data-attributes="member: 6987520"><p>No problem, I am glad to share. Some people might decide to give it a try and like it, others won't. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>When you mention the idea of getting the 1 and going last for the entire combat, you get it doesn't really matter after the first round? All that really happens is everyone else gets one extra action, and then you would be going first. Suppose you had an order of ABCDE, with E going last. Well, if ABCD all go, then it becomes EABCD... and E is now "first" and will always be "first".</p><p></p><p>I know in many games going first is key, but at least for our table much of the first round is often spent moving, etc. anyway. Using the above example, suppose the encounter distance is 45 feet. A goes first, using a move and dash to engage E. Later on, E gets to attack first because A's turn was spent closing the distance. Of course, the smart thing for A would be to move a bit and maybe throw a weapon or something, and allow E to finish closing the distance. That is where some tactics come into play obviously.</p><p></p><p>We toyed with a partial turn system. Suppose the order is ABCDE. The "first time through" the order, you can move OR act (not both). Then the order reverses to EDCBA, and you can take the rest of your turn. On the next turn, the order shifts one position to BCDEA, then finishes with AEDCB (the reverse). It shifts again to CDEAB and BAEDC. The fourth round is DEABC and CBAED. Finally the last shift would be EABCD and DCBAE, before it starts all over again. While it sounds complicated, in practice it was fine and it add some variability to the order without rerolling. Ultimately, we dropped it for the normal cyclical because, frankly, it just didn't matter. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>We tried variable speeds as well, akin to the Greyhawk variant. If you attacked with a weapon, you rolled the damage die to determine the speed for that round. So, a longbow would add 1d8 to your Initiative. Movement was a d6, as were most other actions. Suppose you wanted to move and then attack with your longbow once in position for the shot. Roll d6, get a 4. You finish your move on 4. Then roll the d8, get a 3. You attack on 7 (4+3), etc. Extra attacks added rolls of course, and movement when broken added more d6's. Spells used a d4 up to level 4 (cantrips were d4-1). After than you used the next larger die type by level (5,6 used d6, 7,8 used d8, 9 used d10). We had rules for how things like Alert and advantage changed things, as well as your Dex mod, etc. It was a more complex system, but in many ways modeled combat better. However, like the rest, we sacrificed the idea (as much as I loved it) for speed of play.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7638102, member: 6987520"] No problem, I am glad to share. Some people might decide to give it a try and like it, others won't. :) When you mention the idea of getting the 1 and going last for the entire combat, you get it doesn't really matter after the first round? All that really happens is everyone else gets one extra action, and then you would be going first. Suppose you had an order of ABCDE, with E going last. Well, if ABCD all go, then it becomes EABCD... and E is now "first" and will always be "first". I know in many games going first is key, but at least for our table much of the first round is often spent moving, etc. anyway. Using the above example, suppose the encounter distance is 45 feet. A goes first, using a move and dash to engage E. Later on, E gets to attack first because A's turn was spent closing the distance. Of course, the smart thing for A would be to move a bit and maybe throw a weapon or something, and allow E to finish closing the distance. That is where some tactics come into play obviously. We toyed with a partial turn system. Suppose the order is ABCDE. The "first time through" the order, you can move OR act (not both). Then the order reverses to EDCBA, and you can take the rest of your turn. On the next turn, the order shifts one position to BCDEA, then finishes with AEDCB (the reverse). It shifts again to CDEAB and BAEDC. The fourth round is DEABC and CBAED. Finally the last shift would be EABCD and DCBAE, before it starts all over again. While it sounds complicated, in practice it was fine and it add some variability to the order without rerolling. Ultimately, we dropped it for the normal cyclical because, frankly, it just didn't matter. :) We tried variable speeds as well, akin to the Greyhawk variant. If you attacked with a weapon, you rolled the damage die to determine the speed for that round. So, a longbow would add 1d8 to your Initiative. Movement was a d6, as were most other actions. Suppose you wanted to move and then attack with your longbow once in position for the shot. Roll d6, get a 4. You finish your move on 4. Then roll the d8, get a 3. You attack on 7 (4+3), etc. Extra attacks added rolls of course, and movement when broken added more d6's. Spells used a d4 up to level 4 (cantrips were d4-1). After than you used the next larger die type by level (5,6 used d6, 7,8 used d8, 9 used d10). We had rules for how things like Alert and advantage changed things, as well as your Dex mod, etc. It was a more complex system, but in many ways modeled combat better. However, like the rest, we sacrificed the idea (as much as I loved it) for speed of play. [/QUOTE]
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