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The Problem with Individual Initiative
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<blockquote data-quote="Quickleaf" data-source="post: 9014380" data-attributes="member: 20323"><p>One of the things I've been doing... probably since 2016... is that whenever two or more players have consecutive turns without any monster initiative between them, I not only let the players go in whatever order they'd like, but I also let them intermix their turns.</p><p></p><p>For ex, IF fighter, rogue, and wizard have initiatives 12, 10, and 6 with no monsters between them... the fighter and rogue could move, then wizard could take their turn to cast <em>fireball</em>, then fighter and rogue could move back to where they were (and attack if they still have actions left).</p><p></p><p> So far, haven't had any problems with it, and it seems to speed up play a bit (so long as I don't let the players get too hung up on "we need to choose who goes next").</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9014380, member: 20323"] One of the things I've been doing... probably since 2016... is that whenever two or more players have consecutive turns without any monster initiative between them, I not only let the players go in whatever order they'd like, but I also let them intermix their turns. For ex, IF fighter, rogue, and wizard have initiatives 12, 10, and 6 with no monsters between them... the fighter and rogue could move, then wizard could take their turn to cast [I]fireball[/I], then fighter and rogue could move back to where they were (and attack if they still have actions left). So far, haven't had any problems with it, and it seems to speed up play a bit (so long as I don't let the players get too hung up on "we need to choose who goes next"). [/QUOTE]
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The Problem with Individual Initiative
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