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*Dungeons & Dragons
Unearthed Arcana: "Greyhawk" Initiative
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<blockquote data-quote="phantomK9" data-source="post: 7719666" data-attributes="member: 6790724"><p>Conceptually I really like most of the ideas in it, but there are some REALLY big holes in it. Primarily that melee attackers are going to get really wrecked by this. Especially if they are of the move and attack type.</p><p></p><p>One mitigation for that is already in the optional rules presented, roll the weapon damage die for initiative. This evens the playing field a great deal, should not be optional but part of the standard rules set.</p><p></p><p>I really don't like having to roll a die for movement and attack all at the same time. Either have the player roll for movement, and then roll the attack or possibly do something like increase the die type if the player wants to move and attack. So the melee character in the example who is attacking with a warhammer wants to move and attack, rather than rolling move die + attack die, just bump up the attack die by one level. Not a perfect solution, but far better than the stand there and suck it, that is presented.</p><p></p><p>Spell die should be 1d6. The spell starts when the caster's number comes up, but does not end until that number + the spell level. If the caster is hit before the spell completes then the caster rolls a frigin' CONCENTRATION CHECK!!!! How is that even something that was forgotten. Concentration checks are part of the base game, no need to add some weird new obscure rule, just use what is already there.</p></blockquote><p></p>
[QUOTE="phantomK9, post: 7719666, member: 6790724"] Conceptually I really like most of the ideas in it, but there are some REALLY big holes in it. Primarily that melee attackers are going to get really wrecked by this. Especially if they are of the move and attack type. One mitigation for that is already in the optional rules presented, roll the weapon damage die for initiative. This evens the playing field a great deal, should not be optional but part of the standard rules set. I really don't like having to roll a die for movement and attack all at the same time. Either have the player roll for movement, and then roll the attack or possibly do something like increase the die type if the player wants to move and attack. So the melee character in the example who is attacking with a warhammer wants to move and attack, rather than rolling move die + attack die, just bump up the attack die by one level. Not a perfect solution, but far better than the stand there and suck it, that is presented. Spell die should be 1d6. The spell starts when the caster's number comes up, but does not end until that number + the spell level. If the caster is hit before the spell completes then the caster rolls a frigin' CONCENTRATION CHECK!!!! How is that even something that was forgotten. Concentration checks are part of the base game, no need to add some weird new obscure rule, just use what is already there. [/QUOTE]
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