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General Tabletop Discussion
*Dungeons & Dragons
Solving the problem of initiative.
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<blockquote data-quote="77IM" data-source="post: 6969579" data-attributes="member: 12377"><p>Make it easier to interrupt turns, to keep people on their toes. This way you keep the simplicity of turn-based initiative, but gain the fluidity you seek <em>when it's important</em> rather than all the dang time.</p><p></p><p>Example:</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><em>Hold.</em></strong> On your turn, you can hold your action, your movement, your bonus action, or any combination. Later, on someone else's turn, you can act. You can even interrupt their turn, if you beat them at a contest of initiative checks. If you fail the contest, you act at the end of their turn (and you can't go back on Hold). <em>(This replaces Ready and is basically stolen whole-cloth from Savage Worlds.)</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><em>Interject.</em></strong> As a reaction, you can take any single action. If you succeed at a contest of initiative checks against the creature you are reacting to, you can even interrupt their turn. If you fail the contest, you act at the end of their turn (and you can't go on Hold). Regardless of the contest results, on your next turn, you can't take any actions or move.</p> <p style="margin-left: 20px"></p><p></p><p>This kind of thing WILL make your game more complicated since everyone must be "on alert" at all times for the possibility of interrupting another creature's turn. But it introduces flexibility into the turn system without abandoning turns altogether.</p></blockquote><p></p>
[QUOTE="77IM, post: 6969579, member: 12377"] Make it easier to interrupt turns, to keep people on their toes. This way you keep the simplicity of turn-based initiative, but gain the fluidity you seek [I]when it's important[/I] rather than all the dang time. Example: [INDENT] [B][I]Hold.[/I][/B] On your turn, you can hold your action, your movement, your bonus action, or any combination. Later, on someone else's turn, you can act. You can even interrupt their turn, if you beat them at a contest of initiative checks. If you fail the contest, you act at the end of their turn (and you can't go back on Hold). [I](This replaces Ready and is basically stolen whole-cloth from Savage Worlds.)[/I] [B][I]Interject.[/I][/B] As a reaction, you can take any single action. If you succeed at a contest of initiative checks against the creature you are reacting to, you can even interrupt their turn. If you fail the contest, you act at the end of their turn (and you can't go on Hold). Regardless of the contest results, on your next turn, you can't take any actions or move. [/INDENT] This kind of thing WILL make your game more complicated since everyone must be "on alert" at all times for the possibility of interrupting another creature's turn. But it introduces flexibility into the turn system without abandoning turns altogether. [/QUOTE]
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