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UA: "Greyhawk" Initiative
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<blockquote data-quote="cooperjer" data-source="post: 7166176" data-attributes="member: 6862150"><p>I have a feeling you misunderstood me. I would ask the spell caster player to determine if they are going to cast a spell that has 1, 2, or 3 components. If the situation changes once the players turn has started then they choose a spell that matches the limit of 1, 2, or 3 components to cast. If the situation changes such that they need to change to a spell that requires more components than originally stated, then the player would roll a 1d6 and add it to their initiative. When their turn comes up a second time then they can cast the spell.</p><p></p><p>With respect to looking up the number of spell components, my first thought was that all of the caster characters sheets I've printed out have had a page that lists the spells known or spells available to know for the day. So, my initial thought was that it would be fairly simple to look up the number of spell components; however, this assumes a player is using such a sheet and that such a sheet is accurate. I'm told by one of my players who enjoys casters that this is not always available and not always accurate. With respect to the DM looking up spells, I do see that could be a bit of a challenge; however, I use a resource such as Roll20 Compendium or D&D Beyond to quickly check spells.</p><p></p><p>The example you give is interesting and I feel I would add a rule that says only one change of action is available with the 1d6 increase in initiative position. The next time the players turn comes up and the new action is not available then they are stuck with no action that turn. Let me clearly state that the increase in 1d6 initiative position would allow the character to add a move, change the complexity of spell cast, change to a Dodge action, etc.</p><p></p><p>However, giving a player a chance to decide upon options tends to increase the time it takes to complete a turn. Because there is discussion at the beginning of the round by many players then waiting for one player to make a choice feels less time consuming. However; once the spot light is focused on one player and they are making a choice, then if feels as though time is being consumed. This is one way the added 1d6 to change your mind could be a problem. In addition, if there are ways to abuse the system then I'm sure my players would find it. I would expect them to play fairly and if abuse becomes a problem then I start adding rules.</p><p></p><p>In the end, I most likely will not implement this system any time soon. If it becomes AL legal then I might be able to use it more often; however, my home non-AL game is at level 10, meets once per month, and my caster player feels this system does not work well with casters and does not work well with her character concept.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7166176, member: 6862150"] I have a feeling you misunderstood me. I would ask the spell caster player to determine if they are going to cast a spell that has 1, 2, or 3 components. If the situation changes once the players turn has started then they choose a spell that matches the limit of 1, 2, or 3 components to cast. If the situation changes such that they need to change to a spell that requires more components than originally stated, then the player would roll a 1d6 and add it to their initiative. When their turn comes up a second time then they can cast the spell. With respect to looking up the number of spell components, my first thought was that all of the caster characters sheets I've printed out have had a page that lists the spells known or spells available to know for the day. So, my initial thought was that it would be fairly simple to look up the number of spell components; however, this assumes a player is using such a sheet and that such a sheet is accurate. I'm told by one of my players who enjoys casters that this is not always available and not always accurate. With respect to the DM looking up spells, I do see that could be a bit of a challenge; however, I use a resource such as Roll20 Compendium or D&D Beyond to quickly check spells. The example you give is interesting and I feel I would add a rule that says only one change of action is available with the 1d6 increase in initiative position. The next time the players turn comes up and the new action is not available then they are stuck with no action that turn. Let me clearly state that the increase in 1d6 initiative position would allow the character to add a move, change the complexity of spell cast, change to a Dodge action, etc. However, giving a player a chance to decide upon options tends to increase the time it takes to complete a turn. Because there is discussion at the beginning of the round by many players then waiting for one player to make a choice feels less time consuming. However; once the spot light is focused on one player and they are making a choice, then if feels as though time is being consumed. This is one way the added 1d6 to change your mind could be a problem. In addition, if there are ways to abuse the system then I'm sure my players would find it. I would expect them to play fairly and if abuse becomes a problem then I start adding rules. In the end, I most likely will not implement this system any time soon. If it becomes AL legal then I might be able to use it more often; however, my home non-AL game is at level 10, meets once per month, and my caster player feels this system does not work well with casters and does not work well with her character concept. [/QUOTE]
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