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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: 6986338" data-attributes="member: 29398"><p>A bunch of things occur to me on reading this.</p><p></p><p>First: every round in this system is going to take ages as you've multiplied the number of individual "turns" by a factor of the average number of actions everyone gets in each round.</p><p></p><p>Second: it doesn't solve the movement problem at all. The only way to solve this is to get people to state their intended movement either at the start of the round or at the instant it becomes relevant (e.g. I'm fighting a foe who dies before my swing initiative comes up so I want to move to engage another one). That way you can determine how far someone has got in their movement if something happens in between times and you need to know where they are: "did you or did you not just run into the path of that lightning bolt?". For example, someone with init. 12 wants to move across a room to engage a foe and states this at the start of the round. The round starts on init 20, and a lightning bolt goes off on a 16. Well, as 16 is halfway between 20 and 12 it's safe to say the runner is about halfway across the room...and may well have just run out of or into the bolt's blast. But if the player doesn't tell you-as-DM their character is moving until their turn comes up on init 12 you've either got to knock their swing init. down to allow for the time taken to get there or retcon their move back to the start of the round and figure out where she was. Either way is messy.</p><p></p><p>The movement rules as-is are to me the least believable/realistic thing about the whole combat system as written (and have been for a very long time), in that read literally it isn't movement at all but more a micro-teleport each time your initiative comes round.</p><p></p><p>Lan-"*blip* - I'm over here!"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6986338, member: 29398"] A bunch of things occur to me on reading this. First: every round in this system is going to take ages as you've multiplied the number of individual "turns" by a factor of the average number of actions everyone gets in each round. Second: it doesn't solve the movement problem at all. The only way to solve this is to get people to state their intended movement either at the start of the round or at the instant it becomes relevant (e.g. I'm fighting a foe who dies before my swing initiative comes up so I want to move to engage another one). That way you can determine how far someone has got in their movement if something happens in between times and you need to know where they are: "did you or did you not just run into the path of that lightning bolt?". For example, someone with init. 12 wants to move across a room to engage a foe and states this at the start of the round. The round starts on init 20, and a lightning bolt goes off on a 16. Well, as 16 is halfway between 20 and 12 it's safe to say the runner is about halfway across the room...and may well have just run out of or into the bolt's blast. But if the player doesn't tell you-as-DM their character is moving until their turn comes up on init 12 you've either got to knock their swing init. down to allow for the time taken to get there or retcon their move back to the start of the round and figure out where she was. Either way is messy. The movement rules as-is are to me the least believable/realistic thing about the whole combat system as written (and have been for a very long time), in that read literally it isn't movement at all but more a micro-teleport each time your initiative comes round. Lan-"*blip* - I'm over here!"-efan [/QUOTE]
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