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UA: "Greyhawk" Initiative
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<blockquote data-quote="Greenstone.Walker" data-source="post: 7166094" data-attributes="member: 6788312"><p>I've tried this in one session. There were things I liked and things the players dislikes, sometimes they were the same thing.</p><p></p><p>One player was extremely critical, because he said he couldn't decide what he was going to do without knowing if he was within AoO range of an enemy. I like this idea, because it applies some chaos to combat. After all, plans never survive contact with the enemy.</p><p></p><p>The players in one of my games suffer from a lot of "not -ing paying attention". They cannot take their turn in combat in less than a minute, because they are asking "which enemy is more injured? where are they? how far am I from the door? what did X do on their turn? what is the range of my spell again?" all of thich could be answered by paying attention during the rest of the combat.</p><p></p><p>This initiative idea meant all that discussion happened at once, at the beginning of the round. The rest of the round went really quickly, as I counted off "1.. 2.. 3..". I don't know if the combat actually went quicker (we have to use it more), but it *felt* quicker.</p><p></p><p>An extra dice for Bonus Actions is too much. I'm going to make them "free".</p><p></p><p>Stunning enemies needed a bit of careful thought. I think the intent of the rule is that if a bugbear is stunned or incapacitated (or knocked to 0 HP) *before* their turn this round, then they lose their turn this round and attempt a save at the end of this round. If the bugbear has already used their turn this round then they lose their turn next round and attempt a save at the end of the next round. This makes "one turn" duration effects last a little longer, but it applies to PCs and monsters, so that's OK. The same happens in Popcorn Initiative.</p><p></p><p>The biggest problem I had was getting the players to be more general in declaring their action. I don't want to know "If the bugbear moves then I'll move after it and attack it but if it doesn't then I'll attack it but if Juma kills the bugbear then…" — I just want to know "I want to move and make a melee attack".</p><p></p><p>One player said "I might want to atack, I might want to cast a spell.", so I said roll d^+d8+d10, to which they replied "Why do I have to go last?". Contrary to him, I like this feature of the rules system. If you want to leave your options open, you go last, since you are essentially sitting, watching what is happening then making a decision based on what others have done. Choosing flexibility has a consequence. I'm big on consequences.</p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 7166094, member: 6788312"] I've tried this in one session. There were things I liked and things the players dislikes, sometimes they were the same thing. One player was extremely critical, because he said he couldn't decide what he was going to do without knowing if he was within AoO range of an enemy. I like this idea, because it applies some chaos to combat. After all, plans never survive contact with the enemy. The players in one of my games suffer from a lot of "not -ing paying attention". They cannot take their turn in combat in less than a minute, because they are asking "which enemy is more injured? where are they? how far am I from the door? what did X do on their turn? what is the range of my spell again?" all of thich could be answered by paying attention during the rest of the combat. This initiative idea meant all that discussion happened at once, at the beginning of the round. The rest of the round went really quickly, as I counted off "1.. 2.. 3..". I don't know if the combat actually went quicker (we have to use it more), but it *felt* quicker. An extra dice for Bonus Actions is too much. I'm going to make them "free". Stunning enemies needed a bit of careful thought. I think the intent of the rule is that if a bugbear is stunned or incapacitated (or knocked to 0 HP) *before* their turn this round, then they lose their turn this round and attempt a save at the end of this round. If the bugbear has already used their turn this round then they lose their turn next round and attempt a save at the end of the next round. This makes "one turn" duration effects last a little longer, but it applies to PCs and monsters, so that's OK. The same happens in Popcorn Initiative. The biggest problem I had was getting the players to be more general in declaring their action. I don't want to know "If the bugbear moves then I'll move after it and attack it but if it doesn't then I'll attack it but if Juma kills the bugbear then…" — I just want to know "I want to move and make a melee attack". One player said "I might want to atack, I might want to cast a spell.", so I said roll d^+d8+d10, to which they replied "Why do I have to go last?". Contrary to him, I like this feature of the rules system. If you want to leave your options open, you go last, since you are essentially sitting, watching what is happening then making a decision based on what others have done. Choosing flexibility has a consequence. I'm big on consequences. [/QUOTE]
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