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Unearthed Arcana: "Greyhawk" Initiative
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<blockquote data-quote="hastur_nz" data-source="post: 7719667" data-attributes="member: 40592"><p>Just before we got our hands on 5e to playtest, I ran an AD&D campaign, where we attempted to use the AD&D i.e. 1E rules. Part of it was initiative, where everyone declared their action, then rolled initiative (d6, IIRC), then actions were taken in turn. So pretty similar to "Greyhawk Initiative" here. I'm pretty sure we struggled to adapt, and struggled to find any benefit, and 2e was similar if not worse, so I think we moved back to a pretty traditional 3.x style of initiative. </p><p></p><p>So while I understand what Mike is saying, about how the added randomness of each round adding to the potential for different outcomes, I'm not sure extra randomness adds extra fun, or extra narrative, because all it really does is force the players to try and account for additional randomness by trying harder to reduce the impact of the random outcomes and swing things back in their favour - something that is easier the more players you have, but could be harder if you only have 4 or even less players. So rather than have one player say "I'll cover the door", you get three players all saying "I'll try and cover the door" - is that really more fun? Sounds like it might help with 6+ players, but I've rarely gamed with that many at one table.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7719667, member: 40592"] Just before we got our hands on 5e to playtest, I ran an AD&D campaign, where we attempted to use the AD&D i.e. 1E rules. Part of it was initiative, where everyone declared their action, then rolled initiative (d6, IIRC), then actions were taken in turn. So pretty similar to "Greyhawk Initiative" here. I'm pretty sure we struggled to adapt, and struggled to find any benefit, and 2e was similar if not worse, so I think we moved back to a pretty traditional 3.x style of initiative. So while I understand what Mike is saying, about how the added randomness of each round adding to the potential for different outcomes, I'm not sure extra randomness adds extra fun, or extra narrative, because all it really does is force the players to try and account for additional randomness by trying harder to reduce the impact of the random outcomes and swing things back in their favour - something that is easier the more players you have, but could be harder if you only have 4 or even less players. So rather than have one player say "I'll cover the door", you get three players all saying "I'll try and cover the door" - is that really more fun? Sounds like it might help with 6+ players, but I've rarely gamed with that many at one table. [/QUOTE]
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