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UA: "Greyhawk" Initiative
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<blockquote data-quote="R. Brent Clements" data-source="post: 7174287" data-attributes="member: 6896538"><p>I discussed the initiative variations presented here with my roommate. He responded very poorly to the idea of changes. Mostly his arguments were about complexity, which are of course valid, but there was also an obvious bias toward perceived "loss of opportunity" of the PCs, even though anything that effects the characters also affects the opponents.</p><p></p><p>Given the desire for as simple a system as possible, I also was thinking about the idea of using cards to determine initiative order. If you use cards with each combatant written on them, shuffle them and deal out the initiative order, that would be a much faster system. One of the realism problems--namely being able to use OOC knowledge of order of action to influence decisions--can be solved simply by not dealing the cards out in advance.</p><p></p><p>This system does not allow for Dex bonuses to initiative, but I was thinking a balance could be found by dealing out a small number (no more than 5, less if there are fewer combatants) of cards in order, and if any combatant currently drawn has a Dex mod, roll d4 for each +1. For each 1 rolled, that card jumps one space closer to the front. As each turn is taken, put the next card from the deck at the end of the sequence, and make whatever adjustments are necessary for the Dex mod of the new card. Thus the players (and the GM) have access to a minimum amount of advance knowledge of the order of action in the round.</p></blockquote><p></p>
[QUOTE="R. Brent Clements, post: 7174287, member: 6896538"] I discussed the initiative variations presented here with my roommate. He responded very poorly to the idea of changes. Mostly his arguments were about complexity, which are of course valid, but there was also an obvious bias toward perceived "loss of opportunity" of the PCs, even though anything that effects the characters also affects the opponents. Given the desire for as simple a system as possible, I also was thinking about the idea of using cards to determine initiative order. If you use cards with each combatant written on them, shuffle them and deal out the initiative order, that would be a much faster system. One of the realism problems--namely being able to use OOC knowledge of order of action to influence decisions--can be solved simply by not dealing the cards out in advance. This system does not allow for Dex bonuses to initiative, but I was thinking a balance could be found by dealing out a small number (no more than 5, less if there are fewer combatants) of cards in order, and if any combatant currently drawn has a Dex mod, roll d4 for each +1. For each 1 rolled, that card jumps one space closer to the front. As each turn is taken, put the next card from the deck at the end of the sequence, and make whatever adjustments are necessary for the Dex mod of the new card. Thus the players (and the GM) have access to a minimum amount of advance knowledge of the order of action in the round. [/QUOTE]
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