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General Tabletop Discussion
*Dungeons & Dragons
Solving the problem of initiative.
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<blockquote data-quote="Tony Vargas" data-source="post: 6969923" data-attributes="member: 996"><p>Cyclical initiative was introduced in 3.0 (or maybe 2e C&T, I wasn't paying attention at the time), before that it was rolled every round, and could result in one side going twice between the other's turns, which could be brutal.</p><p></p><p>There are other alternatives. One rather baroque version - I don't recall from which game or old variant went like this: Declare actions in ascending order of INT, move simultaneously (you can even break that down into the fastest creatures moving the difference between their move and the slowers' moves first), resolve actions in descending order of DEX. If you're into computed stats you could create an Awareness (INT+WIS mods) and an Initiative (DEX + CHA mods) stat to stand in for INT & DEX, above, respectively. Or some variation. The idea is that players of smarter/more tactically aware/whatever-you-think-wins-in-this-sense-characters get an idea of what everyone else is trying to do before deciding what they'll do, to model that advantage, but then the faster/more aggressive ones actually do (complete) their things first. I recall finding it logical but frustrating in practice.</p><p></p><p>Another option is simultaneous initiative. You go through and resolve everyone's actions in whatever order, but all the effects - like damage - are applied at the end of the round. Nice if you like the trope of the hero/villain doing something dramatic 'with his last breath.'</p><p></p><p>But cyclical initiative really is reasonably fair and practical, IMHO.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6969923, member: 996"] Cyclical initiative was introduced in 3.0 (or maybe 2e C&T, I wasn't paying attention at the time), before that it was rolled every round, and could result in one side going twice between the other's turns, which could be brutal. There are other alternatives. One rather baroque version - I don't recall from which game or old variant went like this: Declare actions in ascending order of INT, move simultaneously (you can even break that down into the fastest creatures moving the difference between their move and the slowers' moves first), resolve actions in descending order of DEX. If you're into computed stats you could create an Awareness (INT+WIS mods) and an Initiative (DEX + CHA mods) stat to stand in for INT & DEX, above, respectively. Or some variation. The idea is that players of smarter/more tactically aware/whatever-you-think-wins-in-this-sense-characters get an idea of what everyone else is trying to do before deciding what they'll do, to model that advantage, but then the faster/more aggressive ones actually do (complete) their things first. I recall finding it logical but frustrating in practice. Another option is simultaneous initiative. You go through and resolve everyone's actions in whatever order, but all the effects - like damage - are applied at the end of the round. Nice if you like the trope of the hero/villain doing something dramatic 'with his last breath.' But cyclical initiative really is reasonably fair and practical, IMHO. [/QUOTE]
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