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<blockquote data-quote="GnomeWorks" data-source="post: 4227889" data-attributes="member: 162"><p>There is a gain, though. The more agile you are, the less gear you're carrying, the faster you go.</p><p></p><p>It makes monsters - which don't have equipment, so their Weight is 0 - that much more dangerous. Creatures that are rather fast that rely on natural weapons attack you that much more often, making them much more of a threat.</p><p></p><p>Is it a bit more work? Yeah, I won't lie, it is. But I feel that the small amount of added complexity is worth it.</p><p></p><p></p><p></p><p>This system was written for what currently amounts to a house-ruled version of d20 in which there is no full attack option (unless you're dual-wielding).</p><p></p><p>So, admittedly, there may be some holes, so far as core d20 is concerned.</p><p></p><p></p><p></p><p>That is a bit of an issue, I concur. I'm still trying to work out in my head how to deal with movement; the formula at the moment seems clunky and somewhat counter-intuitive.</p><p></p><p></p><p></p><p>That would be the goal, yep. Still not sure how to best go about it, though - with the system as complicated as it is already, the formulas for increasing your ATB need to be as simple as possible.</p><p></p><p></p><p></p><p>Yes, when you take an action, you add the ATB cost of the action + the fraction of WT indicated by the action type.</p><p></p><p>This method of init was written for a game in which everything, essentially, gives you an ACP, equal to its weight in stones (14 lbs = 1 stone). Rather than call it ACP, since that would imply that it was due to armor, I just renamed it to WT.</p><p></p><p></p><p></p><p>You missed the point. Yes, going first in a combat gives you quite an advantage, sure. After the first round, though, your initiative is pointless. You will take a turn, then everyone else will go once before you go again. That's where I take issue with the current init setup.</p><p></p><p></p><p></p><p>It has been used successfully a couple of times, now. Once you figure out exactly what you need to know to keep the combat going smoothly, its fairly straight-forward; you do need the table of ATB costs handy, but beyond that, you don't need much more information than you do for the normal init system.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4227889, member: 162"] There is a gain, though. The more agile you are, the less gear you're carrying, the faster you go. It makes monsters - which don't have equipment, so their Weight is 0 - that much more dangerous. Creatures that are rather fast that rely on natural weapons attack you that much more often, making them much more of a threat. Is it a bit more work? Yeah, I won't lie, it is. But I feel that the small amount of added complexity is worth it. This system was written for what currently amounts to a house-ruled version of d20 in which there is no full attack option (unless you're dual-wielding). So, admittedly, there may be some holes, so far as core d20 is concerned. That is a bit of an issue, I concur. I'm still trying to work out in my head how to deal with movement; the formula at the moment seems clunky and somewhat counter-intuitive. That would be the goal, yep. Still not sure how to best go about it, though - with the system as complicated as it is already, the formulas for increasing your ATB need to be as simple as possible. Yes, when you take an action, you add the ATB cost of the action + the fraction of WT indicated by the action type. This method of init was written for a game in which everything, essentially, gives you an ACP, equal to its weight in stones (14 lbs = 1 stone). Rather than call it ACP, since that would imply that it was due to armor, I just renamed it to WT. You missed the point. Yes, going first in a combat gives you quite an advantage, sure. After the first round, though, your initiative is pointless. You will take a turn, then everyone else will go once before you go again. That's where I take issue with the current init setup. It has been used successfully a couple of times, now. Once you figure out exactly what you need to know to keep the combat going smoothly, its fairly straight-forward; you do need the table of ATB costs handy, but beyond that, you don't need much more information than you do for the normal init system. [/QUOTE]
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