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<blockquote data-quote="Denaes" data-source="post: 2554211" data-attributes="member: 33738"><p>What are these cards you speak of? </p><p></p><p>I know init hasn't slowed down any from normal d20 iniative.</p><p></p><p>We have a battlemat before combat we write down everyone's names and their iniative score. If someone does an action that modifes init, either they "X" off their old score and put the new score on or they tell the GM when they use the move and the GM writes it down. </p><p></p><p>I'm not sure how Init could go any faster as it doesn't take any time now. The GM just looks at the scores and says "Jim, you're up now, frank is next" and jim goes. I heard you say something about an init count. Why would you do something like that? Those never work and you'll always get someone who misses their count. It's faster when you just address them by name. No confusion.</p><p></p><p>Really sliding init is like a nightmare in that you dread it, you fear it, then when you confront it, it just fizzles away and you wonder why you were concerned about it. </p><p></p><p>There is a chart for what changes init, and look at them and see how often they really come up?</p><p></p><p>How often will someone take an aimed shot when they could have two unaimed shots? Bracing is really only important with automatic fire, Regrouping hasn't come up yet. tactical weapons? Triumph. Exhausted? Havn't come up at all. </p><p></p><p>Here is what I can see comming up: Shooting without a proficiency, Crit miss/failure, taking damage... thats about it. </p><p></p><p>For all I know your magic cards have circumvented time & space and you go 5x the speed of normal iniative somehow. In that case this would be slower. Otherwise, it's just as fast, saying you're not sitting with your nose in a book looking things up. </p><p></p><p></p><p>My question for you, Morgenstern, and anyone else listening:</p><p></p><p></p><p></p><p>Umm... none? </p><p></p><p>There is a box that addresses that fact on page 235 (opposite page of the sliding init chart). The only changes are that:</p><p></p><p>1. Init ranges from 1 to 20+init score. </p><p>2. No presses (boo!)</p><p>3. The only thing to modify init is a Regroup (basically holding your action) for +5. </p><p></p><p>And really if you find that <em>any</em> init changing is a hassle, just ditch #3 and wing it when people regroup. </p><p></p><p></p><p></p><p>1. Write down everyones name & init score on the battlemat (or scratch paper). </p><p>2. If people do something to change their init score themselves (pretty uncommon), they can "X" off their old score and write the new value in or mention "-2 to init" with their attack and the GM can do it.</p><p>3. If the GM does anything that will modify someones init, "X" off their score and write down the new one. </p><p>4. When a new round comes up, the GM looks at the scores and the situation and determines who goes first.</p><p></p><p>more important than iniative, the players & GM needs to know the combat options for their weapons & feats. If everyone knows what their own stuff does and how it works, then it's not such a hassle.</p></blockquote><p></p>
[QUOTE="Denaes, post: 2554211, member: 33738"] What are these cards you speak of? I know init hasn't slowed down any from normal d20 iniative. We have a battlemat before combat we write down everyone's names and their iniative score. If someone does an action that modifes init, either they "X" off their old score and put the new score on or they tell the GM when they use the move and the GM writes it down. I'm not sure how Init could go any faster as it doesn't take any time now. The GM just looks at the scores and says "Jim, you're up now, frank is next" and jim goes. I heard you say something about an init count. Why would you do something like that? Those never work and you'll always get someone who misses their count. It's faster when you just address them by name. No confusion. Really sliding init is like a nightmare in that you dread it, you fear it, then when you confront it, it just fizzles away and you wonder why you were concerned about it. There is a chart for what changes init, and look at them and see how often they really come up? How often will someone take an aimed shot when they could have two unaimed shots? Bracing is really only important with automatic fire, Regrouping hasn't come up yet. tactical weapons? Triumph. Exhausted? Havn't come up at all. Here is what I can see comming up: Shooting without a proficiency, Crit miss/failure, taking damage... thats about it. For all I know your magic cards have circumvented time & space and you go 5x the speed of normal iniative somehow. In that case this would be slower. Otherwise, it's just as fast, saying you're not sitting with your nose in a book looking things up. My question for you, Morgenstern, and anyone else listening: Umm... none? There is a box that addresses that fact on page 235 (opposite page of the sliding init chart). The only changes are that: 1. Init ranges from 1 to 20+init score. 2. No presses (boo!) 3. The only thing to modify init is a Regroup (basically holding your action) for +5. And really if you find that [i]any[/i] init changing is a hassle, just ditch #3 and wing it when people regroup. 1. Write down everyones name & init score on the battlemat (or scratch paper). 2. If people do something to change their init score themselves (pretty uncommon), they can "X" off their old score and write the new value in or mention "-2 to init" with their attack and the GM can do it. 3. If the GM does anything that will modify someones init, "X" off their score and write down the new one. 4. When a new round comes up, the GM looks at the scores and the situation and determines who goes first. more important than iniative, the players & GM needs to know the combat options for their weapons & feats. If everyone knows what their own stuff does and how it works, then it's not such a hassle. [/QUOTE]
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