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SODL Initiative in 5e - Anyone Using it?
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<blockquote data-quote="rmcoen" data-source="post: 8576807" data-attributes="member: 6692404"><p>Copied from the 2020 "Five Things I love about SODL" thread:</p><h3>Elegant Initiative</h3><p>Going first in a fight is important. A lot of traditional games get bogged down in who goes when and how many actions a character can take. This game keeps it simple, but still throws in a tactical choice. Players always go before the bad guys (one of the few bright spots in this dark world) but they must choose either a fast action or a slow action. Fast actions are a single action, while slow actions are an action plus a move. This means every combat round has four phases: PCs taking fast actions, then GM characters taking a fast action, then players taking a slow action, then GM characters taking a slow action. Characters can act within whichever order they prefer in each phase. It’s an easy decision most of the time, but those moments when a player or GM has to consider whether or not moving is worth going slow offers hard choices often enough to give these decisions weight.</p><p></p><p></p><p>I like the sound of this system. It's not always about taking every action you can, but taking the <em>right</em> action. I'm thinking about importing this idea - leaving everything else about SODL behind - into my 5e campaign. Has anyone else done this? How did it turn out?</p></blockquote><p></p>
[QUOTE="rmcoen, post: 8576807, member: 6692404"] Copied from the 2020 "Five Things I love about SODL" thread: [HEADING=2]Elegant Initiative[/HEADING] Going first in a fight is important. A lot of traditional games get bogged down in who goes when and how many actions a character can take. This game keeps it simple, but still throws in a tactical choice. Players always go before the bad guys (one of the few bright spots in this dark world) but they must choose either a fast action or a slow action. Fast actions are a single action, while slow actions are an action plus a move. This means every combat round has four phases: PCs taking fast actions, then GM characters taking a fast action, then players taking a slow action, then GM characters taking a slow action. Characters can act within whichever order they prefer in each phase. It’s an easy decision most of the time, but those moments when a player or GM has to consider whether or not moving is worth going slow offers hard choices often enough to give these decisions weight. I like the sound of this system. It's not always about taking every action you can, but taking the [I]right[/I] action. I'm thinking about importing this idea - leaving everything else about SODL behind - into my 5e campaign. Has anyone else done this? How did it turn out? [/QUOTE]
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