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UA: "Greyhawk" Initiative
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<blockquote data-quote="DEFCON 1" data-source="post: 7165378" data-attributes="member: 7006"><p>I'm always happy with new ideas and concepts like this, because like all playtest material it compels us to look at what we already have and begin to wonder whether we care about it or not. Just like when in the D&D Next playtest when they put alignment restrictions on the Monk and Paladin in that one packet, it made all of us stop to think "Hey, is this something I really want, now that you're making me consider it?" It's the same thing with this new initiative subsystem-- now that Mike's put the thought into our heads, we're actually taking the time to consider whether we like how initiative currently runs or whether a different method might tickle our fancy more. Which is great, in my opinion! Sometimes it helps to have a light shone upon our particular biases or things we've become complacent with, to make us actually think a little harder about our game and why we like what we like.</p><p></p><p>So what I think will happen is that a lot of players are going to go "Not for me!" and leave this by the wayside, as is their right. But a bunch of others will understand and appreciate what Mike was trying to accomplish, and then bang the rules with a hammer over and over to bend it into a more pleasing shape for themselves. We've already seen it here in this thread with people thinking that X action should be faster or slower, or that attacks and movements should be split up or have their own initiative counts, or that on-the-fly actions should be allowed, etc. etc. Many people who enjoy kitbashing are going to really go to town on this idea and figure out ways to do this system faster, cleaner, but probably even more intricately. I look forward to see what people come up with.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7165378, member: 7006"] I'm always happy with new ideas and concepts like this, because like all playtest material it compels us to look at what we already have and begin to wonder whether we care about it or not. Just like when in the D&D Next playtest when they put alignment restrictions on the Monk and Paladin in that one packet, it made all of us stop to think "Hey, is this something I really want, now that you're making me consider it?" It's the same thing with this new initiative subsystem-- now that Mike's put the thought into our heads, we're actually taking the time to consider whether we like how initiative currently runs or whether a different method might tickle our fancy more. Which is great, in my opinion! Sometimes it helps to have a light shone upon our particular biases or things we've become complacent with, to make us actually think a little harder about our game and why we like what we like. So what I think will happen is that a lot of players are going to go "Not for me!" and leave this by the wayside, as is their right. But a bunch of others will understand and appreciate what Mike was trying to accomplish, and then bang the rules with a hammer over and over to bend it into a more pleasing shape for themselves. We've already seen it here in this thread with people thinking that X action should be faster or slower, or that attacks and movements should be split up or have their own initiative counts, or that on-the-fly actions should be allowed, etc. etc. Many people who enjoy kitbashing are going to really go to town on this idea and figure out ways to do this system faster, cleaner, but probably even more intricately. I look forward to see what people come up with. [/QUOTE]
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