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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Blue" data-source="post: 7715568" data-attributes="member: 20564"><p>I *gladly* give up a little extra realism for the play speed increase of roll-once cyclic initiative. I don't care about the borders between rounds, we just go. This introduces a delay every single round not just in rolling and working out the new initiative but also in allowing players to know who's on deck and plan their action, especially near the border between rounds.</p><p></p><p>Also, it sounds like it requires "everyone declares actions first" in order to figure out what dice are rolled, which can leave players unable to take an action. "Ooh, sorry, if you wanted to move that would have changed your initiative, so since they guy you were fighting failed a save and is dead, you waste a round." Players HATE losing their actions for reasons outside their control.</p><p></p><p>No thank you.</p></blockquote><p></p>
[QUOTE="Blue, post: 7715568, member: 20564"] I *gladly* give up a little extra realism for the play speed increase of roll-once cyclic initiative. I don't care about the borders between rounds, we just go. This introduces a delay every single round not just in rolling and working out the new initiative but also in allowing players to know who's on deck and plan their action, especially near the border between rounds. Also, it sounds like it requires "everyone declares actions first" in order to figure out what dice are rolled, which can leave players unable to take an action. "Ooh, sorry, if you wanted to move that would have changed your initiative, so since they guy you were fighting failed a save and is dead, you waste a round." Players HATE losing their actions for reasons outside their control. No thank you. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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