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General Tabletop Discussion
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The "Bonus" Turn for high Initiative
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<blockquote data-quote="Gadget" data-source="post: 7795846" data-attributes="member: 23716"><p>At first glance (and depending on party composition and play style), initiative does not seem to do much beyond the first round due to the cyclic nature of initiative in d20 D&D. The whole "spokes of the wheel" analogy quoted above. Sure, there's the odd ability like the assign's assassinate that is key to going first at the beginning of combat, but those are more outliers. </p><p></p><p>I'm not sure I agree with that take though. The 'cycle' eventually comes to an end, whether by total defeat of one side or the other or by some other means (fleeing, etc.). How the cycle ends is very important to participants, and as such, can be viewed as a linear process. This is where the "spokes of the wheel" analogy falls apart for me, because it does not matter to the wheel what order the spoke go in, as it is an infinite cycle from the wheel's perspective. Now if three of the eight spokes where going to fall off after two rotations, depending on the order, then it is a very different matter. Say we change the order of the spokes and only two of the eight spokes fall off after two rotations, does the order matter? Yes, especially if you are one of the spokes that falls off. </p><p></p><p>Let's face it, in many of the combats in D&D, the PCs will win if they win or lose initiative. But the difference will be how much resources the combat is likely to cost the party (Hit points, spells, single use items, etc.). Add in all the "Control" type abilities in the game that can deny or severely limit the actions of an opponent through optimal play, and going first becomes a bit more important. "Gaming" the initiative order to set up devastating one-two-three punches before oponants can act is very possible, depending on party composition and skill. That is probably why Mearls suggested his Greyhawk Initiative a couple years back, to randomize the process a bit more.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7795846, member: 23716"] At first glance (and depending on party composition and play style), initiative does not seem to do much beyond the first round due to the cyclic nature of initiative in d20 D&D. The whole "spokes of the wheel" analogy quoted above. Sure, there's the odd ability like the assign's assassinate that is key to going first at the beginning of combat, but those are more outliers. I'm not sure I agree with that take though. The 'cycle' eventually comes to an end, whether by total defeat of one side or the other or by some other means (fleeing, etc.). How the cycle ends is very important to participants, and as such, can be viewed as a linear process. This is where the "spokes of the wheel" analogy falls apart for me, because it does not matter to the wheel what order the spoke go in, as it is an infinite cycle from the wheel's perspective. Now if three of the eight spokes where going to fall off after two rotations, depending on the order, then it is a very different matter. Say we change the order of the spokes and only two of the eight spokes fall off after two rotations, does the order matter? Yes, especially if you are one of the spokes that falls off. Let's face it, in many of the combats in D&D, the PCs will win if they win or lose initiative. But the difference will be how much resources the combat is likely to cost the party (Hit points, spells, single use items, etc.). Add in all the "Control" type abilities in the game that can deny or severely limit the actions of an opponent through optimal play, and going first becomes a bit more important. "Gaming" the initiative order to set up devastating one-two-three punches before oponants can act is very possible, depending on party composition and skill. That is probably why Mearls suggested his Greyhawk Initiative a couple years back, to randomize the process a bit more. [/QUOTE]
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