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General Tabletop Discussion
*Dungeons & Dragons
Solving the problem of initiative.
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<blockquote data-quote="Lanefan" data-source="post: 6970056" data-attributes="member: 29398"><p>If you're looking for a more realistic fog-of-war situation, re-roll every round but use a much smaller die! Also, allow for simultaneous actions on tied initiatives - yes, you swing your sword just as the sleep spell hits you; roll to hit just as you fall asleep - the impossibility of these in a fully turn-based system is to me one of its greatest failings. In other words, let the tied initiatives stay tied unless for some reason you absolutely have to determine which happens first (does the sword hit the caster and interrupt his spell or has the spell already resolved?) in which case just do a d6 roll-off "sub-initiative".</p><p></p><p>We use a d6 initiative, no Dex modifiers and few if any other modifiers at all, high goes first. I'll go around the table asking for 6's then I'll do the opposition's 6's, but the understanding is that this is all pretty much happening at once. Then 5's, and so on. Each action (if you get more than one) gets its own independent initiative; thus if you get two melee attacks in a round each gets its own d6. There's some sub-rules for sorting out messy situations usually involving spell interruption as noted above (we use casting times) but the basics are fairly simple. And a 6-segment round is far easier and quicker to count down through than a 20+dex-segment round.</p><p></p><p>With a small group/party it's a fast system; with a large group/party it's slow...but then so is everything else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lan-"if the rules don't allow for two combatants to occasionally simultaneously finish each other off they're not working right"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6970056, member: 29398"] If you're looking for a more realistic fog-of-war situation, re-roll every round but use a much smaller die! Also, allow for simultaneous actions on tied initiatives - yes, you swing your sword just as the sleep spell hits you; roll to hit just as you fall asleep - the impossibility of these in a fully turn-based system is to me one of its greatest failings. In other words, let the tied initiatives stay tied unless for some reason you absolutely have to determine which happens first (does the sword hit the caster and interrupt his spell or has the spell already resolved?) in which case just do a d6 roll-off "sub-initiative". We use a d6 initiative, no Dex modifiers and few if any other modifiers at all, high goes first. I'll go around the table asking for 6's then I'll do the opposition's 6's, but the understanding is that this is all pretty much happening at once. Then 5's, and so on. Each action (if you get more than one) gets its own independent initiative; thus if you get two melee attacks in a round each gets its own d6. There's some sub-rules for sorting out messy situations usually involving spell interruption as noted above (we use casting times) but the basics are fairly simple. And a 6-segment round is far easier and quicker to count down through than a 20+dex-segment round. With a small group/party it's a fast system; with a large group/party it's slow...but then so is everything else. :) Lan-"if the rules don't allow for two combatants to occasionally simultaneously finish each other off they're not working right"-efan [/QUOTE]
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