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Theory Crafting fun: Max initiative?
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<blockquote data-quote="ClaytonCross" data-source="post: 8012732" data-attributes="member: 6880599"><p>Your saying we disagree but I am not sure we actually do. </p><p></p><p>1. The first turn of an of an entire battle can change the out come. I do agree the cyclical nature means its limited to the first round, but depending on who your fighting and how much you pull of there might not be a second round for many enemies or they will be playing defense survival the rest of the time do to a well played first round. Does that always happen? No. I agree with "<strong><em>Can </em>that first turn be important, sure</strong>".</p><p></p><p>2. As far as far as "<strong>worth such a hefty investment?" </strong>goes I think builds the way we are doing here is just over kill in general. I don't think we disagree here either. I do think your missing that the real value of theory crafting is actually being aware of options. This thread has already added a bunch to my list that I was not aware of. I am not recommending building a characters with investment into initiative this high. However, because who goes first on the first round <em><u>can</u></em> greatly effect the tone and direction of the rest of the match, being aware of your options and considering them is not a bad idea. Particularly with casters. </p><p></p><p>If I was planning to make a Crowd control wizard for example, before now would not have even considered the War Magic subclass. While I am unlikely to play a yuan-ti-pureblood as they simply don't interest me, knowing that they are immune to poison and that they can were Scorpion Armor as a none metal plate, makes me consider them as a possibility for a strength based druid. I have also been reminded that Bards can use bardic inspiration on themselves to get a jump on some of there better spells. I am very aware how often I have wanted to cast web or fire ball on group of enemies only to have them spread out and mix with the party making my AoE spell a one or two target spell instead of a five or six because of not wanting to cause pain to may allies specifically because D&D is a party based game. Going in initiative order before enemies and allies alike lets me hold action and pick the moment instead of losing by a bad dice roll. Maybe it comes back but maybe it doesn't. <strong>A little investment </strong>can go along way, <strong>if know about them</strong> to begin with.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 8012732, member: 6880599"] Your saying we disagree but I am not sure we actually do. 1. The first turn of an of an entire battle can change the out come. I do agree the cyclical nature means its limited to the first round, but depending on who your fighting and how much you pull of there might not be a second round for many enemies or they will be playing defense survival the rest of the time do to a well played first round. Does that always happen? No. I agree with "[B][I]Can [/I]that first turn be important, sure[/B]". 2. As far as far as "[B]worth such a hefty investment?" [/B]goes I think builds the way we are doing here is just over kill in general. I don't think we disagree here either. I do think your missing that the real value of theory crafting is actually being aware of options. This thread has already added a bunch to my list that I was not aware of. I am not recommending building a characters with investment into initiative this high. However, because who goes first on the first round [I][U]can[/U][/I] greatly effect the tone and direction of the rest of the match, being aware of your options and considering them is not a bad idea. Particularly with casters. If I was planning to make a Crowd control wizard for example, before now would not have even considered the War Magic subclass. While I am unlikely to play a yuan-ti-pureblood as they simply don't interest me, knowing that they are immune to poison and that they can were Scorpion Armor as a none metal plate, makes me consider them as a possibility for a strength based druid. I have also been reminded that Bards can use bardic inspiration on themselves to get a jump on some of there better spells. I am very aware how often I have wanted to cast web or fire ball on group of enemies only to have them spread out and mix with the party making my AoE spell a one or two target spell instead of a five or six because of not wanting to cause pain to may allies specifically because D&D is a party based game. Going in initiative order before enemies and allies alike lets me hold action and pick the moment instead of losing by a bad dice roll. Maybe it comes back but maybe it doesn't. [B]A little investment [/B]can go along way, [B]if know about them[/B] to begin with. [/QUOTE]
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