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<blockquote data-quote="BigFreekinGoblinoid" data-source="post: 1508787" data-attributes="member: 5988"><p>The playing card card initiative system largely ignores initative bonuses, as they only come into play for ties ( high cards go first ). The other two init systems are: DM rolls for everyone ( where is the fun in that? ) and the 2E version of re-rolling each round.</p><p></p><p>Weapon speeds gain a bonus or penalty to initiative scores. Most single hand melee weapons ( Mace, longsword etc.. ) have a modifier of 0. </p><p></p><p>The wound level system removes hit points from the game and thus is fairly complex. The book says that the main advantage of this system is speed of play because you don't need to roll and track damage, but the mechanics don't seem to support this claim as the defender needs to make a "Damage Check" roll ( modified by class HD, DR, Toughness Feats, Energy resistance, Temp hit points and more ) to see how badly he has been hurt on the Damage Check result table.</p></blockquote><p></p>
[QUOTE="BigFreekinGoblinoid, post: 1508787, member: 5988"] The playing card card initiative system largely ignores initative bonuses, as they only come into play for ties ( high cards go first ). The other two init systems are: DM rolls for everyone ( where is the fun in that? ) and the 2E version of re-rolling each round. Weapon speeds gain a bonus or penalty to initiative scores. Most single hand melee weapons ( Mace, longsword etc.. ) have a modifier of 0. The wound level system removes hit points from the game and thus is fairly complex. The book says that the main advantage of this system is speed of play because you don't need to roll and track damage, but the mechanics don't seem to support this claim as the defender needs to make a "Damage Check" roll ( modified by class HD, DR, Toughness Feats, Energy resistance, Temp hit points and more ) to see how badly he has been hurt on the Damage Check result table. [/QUOTE]
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