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General Tabletop Discussion
*Dungeons & Dragons
Should Next reintroduce new initiative rolls every round?
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<blockquote data-quote="Lanefan" data-source="post: 6262870" data-attributes="member: 29398"><p>I've never been much of a fan of weapon speed but casting times are essential. To use the example from [MENTION=83996]Lokiare[/MENTION] upthread, if you start casting a 3-segment spell on a '10' to resolve on a '7' that very neatly indicates the window during which you can be interrupted.</p><p></p><p>Another idea to make re-rolling easier is to not use a d20 for init. but instead use a much smaller die - we use d6, I could be talked into d10 but nothing bigger - to reduce the number of segments in a round. Also, ties must be allowed. Let's say three people have init. '7' - a fighter swings her sword, a magic missile resolves into the fighter, and an arrow is shot into the melee from the fighter's ranger friend. What would happen here is that all three would fully resolve:</p><p> - the fighter rolls well, hits his foe and slays it</p><p> - the magic missile hits the fighter for 4 pts. damage</p><p> - the arrow (as shooting into melee is never the best of ideas) also hits our fighter by mistake, doing 6 pts. damage and putting her down.</p><p></p><p>Things also become simpler if you don't allow init. modifiers to take the roll higher than the die size or lower than 1.</p><p>That right there is the biggest most glaring wave-a-red-flag reason why static initiative should never exist! In combat you've (almost always) no idea when the next swing will come, or the next shot - you cannot realistically predict anything and thus can't strategize around it. Why can't the game at least try to reflect that?</p><p></p><p>Lan-"interrupting casters for a very long time now"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6262870, member: 29398"] I've never been much of a fan of weapon speed but casting times are essential. To use the example from [MENTION=83996]Lokiare[/MENTION] upthread, if you start casting a 3-segment spell on a '10' to resolve on a '7' that very neatly indicates the window during which you can be interrupted. Another idea to make re-rolling easier is to not use a d20 for init. but instead use a much smaller die - we use d6, I could be talked into d10 but nothing bigger - to reduce the number of segments in a round. Also, ties must be allowed. Let's say three people have init. '7' - a fighter swings her sword, a magic missile resolves into the fighter, and an arrow is shot into the melee from the fighter's ranger friend. What would happen here is that all three would fully resolve: - the fighter rolls well, hits his foe and slays it - the magic missile hits the fighter for 4 pts. damage - the arrow (as shooting into melee is never the best of ideas) also hits our fighter by mistake, doing 6 pts. damage and putting her down. Things also become simpler if you don't allow init. modifiers to take the roll higher than the die size or lower than 1. That right there is the biggest most glaring wave-a-red-flag reason why static initiative should never exist! In combat you've (almost always) no idea when the next swing will come, or the next shot - you cannot realistically predict anything and thus can't strategize around it. Why can't the game at least try to reflect that? Lan-"interrupting casters for a very long time now"-efan [/QUOTE]
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Should Next reintroduce new initiative rolls every round?
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