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General Tabletop Discussion
*Dungeons & Dragons
Solving the problem of initiative.
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<blockquote data-quote="Uller" data-source="post: 6970105" data-attributes="member: 413"><p>I'm pretty much fine with initiative as it is. It's a game, after all and there has to be some simple way to resolve whose turn it is. But something to consider:</p><p></p><p>In real combat, initiative is taken. Not everyone gets to just go when it's their turn. One side or the other manages to maneuver or make a successful shot or cause some other effect that allows themselves or others on their side to take follow on actions. A grenade or burst of automatic fire near the enemy will get them to duck which allows friends to move to a better position. Killing the machine gunner that has been laying down a wall of lead might take some pressure off your side. Grievously wounding an enemy might make two more stop fighting for a bit. </p><p></p><p>I don't know how such a system could work in a game...probably something like successfully doing something to the enemy might give an initiative bonus (or impose a penalty_) on the next round. </p><p></p><p>Have half your HP lost (the old 4e bloodied condition): -3</p><p>Take down a foe: +3 to you and -1 to any enemy adjacent</p><p>Take down more than one: +5 to you and -3 to adjacent enemies</p><p>Lose the bloodied condition: +3</p><p>Move to a "flanking" position: +1</p><p>Hide: +3</p><p></p><p>Just some thoughts. It would, unfortunately slow combat down. Each round you'd have to recalculate initiative bonuses.</p></blockquote><p></p>
[QUOTE="Uller, post: 6970105, member: 413"] I'm pretty much fine with initiative as it is. It's a game, after all and there has to be some simple way to resolve whose turn it is. But something to consider: In real combat, initiative is taken. Not everyone gets to just go when it's their turn. One side or the other manages to maneuver or make a successful shot or cause some other effect that allows themselves or others on their side to take follow on actions. A grenade or burst of automatic fire near the enemy will get them to duck which allows friends to move to a better position. Killing the machine gunner that has been laying down a wall of lead might take some pressure off your side. Grievously wounding an enemy might make two more stop fighting for a bit. I don't know how such a system could work in a game...probably something like successfully doing something to the enemy might give an initiative bonus (or impose a penalty_) on the next round. Have half your HP lost (the old 4e bloodied condition): -3 Take down a foe: +3 to you and -1 to any enemy adjacent Take down more than one: +5 to you and -3 to adjacent enemies Lose the bloodied condition: +3 Move to a "flanking" position: +1 Hide: +3 Just some thoughts. It would, unfortunately slow combat down. Each round you'd have to recalculate initiative bonuses. [/QUOTE]
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