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<blockquote data-quote="Lanefan" data-source="post: 8876749" data-attributes="member: 29398"><p>Our initiative system (homebrew) works fairly simply. Everyone rolls an independent d6 at the start of the round for each action they have in that round (thus e.g. a warrior using two weapons would roll a separate d6 for each one to show when those attacks occur). You usually don't have to declare what you're doing until your init comes up unless it involves significant movement.</p><p></p><p>Then, I-as-DM go round the table and ask if there's any sixes. Two sixes, OK. Both those players take care of whatever they're doing on a six, and we sort it. Next, I-as-DM see if the opponents have any sixes, oh look, I have a six - and even though one of the players' six-init actions finished off that foe it still gets to act on its six because it's simultaneous in the fiction. I take care of resolving that six, then we move on to fives, repeat the process, and so on down to ones. For the next round, all initiatives are rolled again.</p><p></p><p>If you're casting a spell you start on your rolled initiative then the spell's casting time (always listed in segments, of which there's 6 per round corresponding to the pips on a d6) determines when you resolve. Thus, if you roll a 5 and start a 3-segment spell you resolve on a 2; if instead you rolled a 1 for init your spell won't resolve until 4 of next round.</p><p></p><p>If two spells are resolving on the same segment they both resolve, unless one caster is targeting the other. In such cases I often do need to determine which caster was that split-second faster as the other caster's spell might be interrupted just as it's about to resolve.</p><p></p><p>And my game does have counterspell as a spell, one of the very few with a 0-segment casting time. But, there's also a hard rule that says another 0-segment spell cannot be countered as it is too fast (in other words, FIFO resolution), meaning you can't counter someone else's <em>Counterspell</em>, <em>Command</em>, <em>Featherfall</em>, or other 0-segment spell.</p><p></p><p>It's a bit cumbersome if you're new to it but goes pretty fast once you know the ropes.</p><p></p><p>I don't mind those at all in principle. What I very much dislike is how 5e allows them to resolve on a LIFO basis.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8876749, member: 29398"] Our initiative system (homebrew) works fairly simply. Everyone rolls an independent d6 at the start of the round for each action they have in that round (thus e.g. a warrior using two weapons would roll a separate d6 for each one to show when those attacks occur). You usually don't have to declare what you're doing until your init comes up unless it involves significant movement. Then, I-as-DM go round the table and ask if there's any sixes. Two sixes, OK. Both those players take care of whatever they're doing on a six, and we sort it. Next, I-as-DM see if the opponents have any sixes, oh look, I have a six - and even though one of the players' six-init actions finished off that foe it still gets to act on its six because it's simultaneous in the fiction. I take care of resolving that six, then we move on to fives, repeat the process, and so on down to ones. For the next round, all initiatives are rolled again. If you're casting a spell you start on your rolled initiative then the spell's casting time (always listed in segments, of which there's 6 per round corresponding to the pips on a d6) determines when you resolve. Thus, if you roll a 5 and start a 3-segment spell you resolve on a 2; if instead you rolled a 1 for init your spell won't resolve until 4 of next round. If two spells are resolving on the same segment they both resolve, unless one caster is targeting the other. In such cases I often do need to determine which caster was that split-second faster as the other caster's spell might be interrupted just as it's about to resolve. And my game does have counterspell as a spell, one of the very few with a 0-segment casting time. But, there's also a hard rule that says another 0-segment spell cannot be countered as it is too fast (in other words, FIFO resolution), meaning you can't counter someone else's [I]Counterspell[/I], [I]Command[/I], [I]Featherfall[/I], or other 0-segment spell. It's a bit cumbersome if you're new to it but goes pretty fast once you know the ropes. I don't mind those at all in principle. What I very much dislike is how 5e allows them to resolve on a LIFO basis. [/QUOTE]
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