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UA: "Greyhawk" Initiative
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<blockquote data-quote="Lanefan" data-source="post: 7166205" data-attributes="member: 29398"><p>Shuffling and deealing cards each round can't possibly be any less fiddly than rolling dice. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Also, at first glance this seems to give a significant advantage to the PCs, as they are always reacting to the opponents rather than proacting. Ideally in any random-order system nobody knows who will act next, but here when the DM lays a card down and says "the ogre acts on this count" the PCs who would otherwise act before it have information (the ogre acts before any of the orcs) that they should not, which will influence their decision-making. The opponents don't get the benefit of this same advance knowledge.</p><p></p><p>At least with true cyclic initiative everybody has the same knowledge, that being the turn order. Randomizing initiatives is intended to remove this.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7166205, member: 29398"] Shuffling and deealing cards each round can't possibly be any less fiddly than rolling dice. :) Also, at first glance this seems to give a significant advantage to the PCs, as they are always reacting to the opponents rather than proacting. Ideally in any random-order system nobody knows who will act next, but here when the DM lays a card down and says "the ogre acts on this count" the PCs who would otherwise act before it have information (the ogre acts before any of the orcs) that they should not, which will influence their decision-making. The opponents don't get the benefit of this same advance knowledge. At least with true cyclic initiative everybody has the same knowledge, that being the turn order. Randomizing initiatives is intended to remove this. Lanefan [/QUOTE]
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