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UA: "Greyhawk" Initiative
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<blockquote data-quote="Chaosmancer" data-source="post: 7175047" data-attributes="member: 6801228"><p>This was brought up before, but I wonder if it is worth bringing up again. </p><p></p><p>There are two major components of this rule set which may need to be addressed separately. </p><p></p><p></p><p>Rolling 1d20+dex every turn and pre-declaring your actions does the vast majority of the work this system does in terms of encouraging a more random outcome that cyclical initiative does. And, removing the dex mod and just having it be a straight 1d20 roll accomplishes some of the other work. </p><p></p><p></p><p></p><p>So, does that system I just described do the majority of what you want, or do people really and truly like this multi-dice and multiple types of dice system that is causing a lot of separate issues?</p><p></p><p></p><p>Because the issue of classes like the rogue and monk being severely penalized for taking all their actions, or classes not being able to use situational bonus actions goes away if it is simply rolling a d20 every round. Heck, the math for initiative is non-existant and while I think it would slow down things a little, it clearly does so far less than determining what your pool of dice is going to be for this turn and adding them all together. </p><p></p><p></p><p>I'll stick with cycling. I brought this system up to one of my players and he seriously disapproved of trying it out, said it was way more than he was comfortable with and I happen to agree, but it is potentially useful to talk about which side of the system bothers you. They are different parts and accomplish different things.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7175047, member: 6801228"] This was brought up before, but I wonder if it is worth bringing up again. There are two major components of this rule set which may need to be addressed separately. Rolling 1d20+dex every turn and pre-declaring your actions does the vast majority of the work this system does in terms of encouraging a more random outcome that cyclical initiative does. And, removing the dex mod and just having it be a straight 1d20 roll accomplishes some of the other work. So, does that system I just described do the majority of what you want, or do people really and truly like this multi-dice and multiple types of dice system that is causing a lot of separate issues? Because the issue of classes like the rogue and monk being severely penalized for taking all their actions, or classes not being able to use situational bonus actions goes away if it is simply rolling a d20 every round. Heck, the math for initiative is non-existant and while I think it would slow down things a little, it clearly does so far less than determining what your pool of dice is going to be for this turn and adding them all together. I'll stick with cycling. I brought this system up to one of my players and he seriously disapproved of trying it out, said it was way more than he was comfortable with and I happen to agree, but it is potentially useful to talk about which side of the system bothers you. They are different parts and accomplish different things. [/QUOTE]
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