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UA: "Greyhawk" Initiative
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<blockquote data-quote="cooperjer" data-source="post: 7165715" data-attributes="member: 6862150"><p>I proposed the initiative for spells to be d6, d8, d10 based on the number of components to my players as well. I also suggested that bonus actions will not contribute to the initiative calculation. This includes casting spells as a bonus action. I also suggested that a spell casting initiative could be based on 1d4 or 1d6 per component used. Finally, I suggested that if a character cannot take an action when their turn comes, then rolling a d6 and adding it should allow them to take their turn later.</p><p></p><p>I then looked up a few spells to get an idea of which ones use all three and which ones use two. I feel a caster will know which spell they will want to use in advance enough to shift the flow of combat. There are several spells that use only two components. There are several spells that use all three. A player may look up the number of spell components on a few spells to determine if they are going to cast 2 component spell or a 3 component spell. If they roll for a 2 component spell and then find they need a 3 component spell, then when their turn comes they can roll a d6 and shift their turn to later in the round.</p><p></p><p>I am concerned that giving a player a chance to change their mind will slow the turn down. I gave the caveat that if turn time is dragging on due to indecision then I'll remove the optional d6 to shift turns later into the round.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7165715, member: 6862150"] I proposed the initiative for spells to be d6, d8, d10 based on the number of components to my players as well. I also suggested that bonus actions will not contribute to the initiative calculation. This includes casting spells as a bonus action. I also suggested that a spell casting initiative could be based on 1d4 or 1d6 per component used. Finally, I suggested that if a character cannot take an action when their turn comes, then rolling a d6 and adding it should allow them to take their turn later. I then looked up a few spells to get an idea of which ones use all three and which ones use two. I feel a caster will know which spell they will want to use in advance enough to shift the flow of combat. There are several spells that use only two components. There are several spells that use all three. A player may look up the number of spell components on a few spells to determine if they are going to cast 2 component spell or a 3 component spell. If they roll for a 2 component spell and then find they need a 3 component spell, then when their turn comes they can roll a d6 and shift their turn to later in the round. I am concerned that giving a player a chance to change their mind will slow the turn down. I gave the caveat that if turn time is dragging on due to indecision then I'll remove the optional d6 to shift turns later into the round. [/QUOTE]
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UA: "Greyhawk" Initiative
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