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General Tabletop Discussion
*Dungeons & Dragons
[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="lyle.spade" data-source="post: 7715578" data-attributes="member: 30042"><p>Interesting, and going against norms of social media I will withhold full judgment until I can read his rules in full. At first glance, the idea of typing speed of action in combat to weapon or attack type has virtue. WOD accounted for that in their initiative system in detail in the old Storyteller's Guide and the nWOD Combat book, adding modifiers for long arms vs. pistols and things like that. It all worked well within that system. I am always suspicious of more dice rolling...that always sounds like a way to slow down play. But I'm interested in reading what he's got, should be make it available in full.</p><p></p><p>That said, I've adjusted 5e's initiative system in my game and it's worked well. Taking a cue from FFG's Star Wars, every PC rolls initiative, I usually do NPC/foe initiative in groups, and then we have a list of PC/NPC slots. We just work through them, trading off. Last weekend I ran with two players, and in both combat encounters the order was PC-For-PC. The players decided, regardless of who rolled what, which of them would fill the first slot in each round, and thus who'd fill the second. In a few rounds it made sense, given NPC actions, that they reverse their order - but they still used those same slots. Basically, the players, as a group in quick meta discussion, determine who'll fill each slot as combat moves through each round.</p><p></p><p>This has proven to inject some fluidity into each round, provide some more decisions and flexibility, but since it's built on the foundation of the 5e system it doesn't require learning and working through anything really new.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 7715578, member: 30042"] Interesting, and going against norms of social media I will withhold full judgment until I can read his rules in full. At first glance, the idea of typing speed of action in combat to weapon or attack type has virtue. WOD accounted for that in their initiative system in detail in the old Storyteller's Guide and the nWOD Combat book, adding modifiers for long arms vs. pistols and things like that. It all worked well within that system. I am always suspicious of more dice rolling...that always sounds like a way to slow down play. But I'm interested in reading what he's got, should be make it available in full. That said, I've adjusted 5e's initiative system in my game and it's worked well. Taking a cue from FFG's Star Wars, every PC rolls initiative, I usually do NPC/foe initiative in groups, and then we have a list of PC/NPC slots. We just work through them, trading off. Last weekend I ran with two players, and in both combat encounters the order was PC-For-PC. The players decided, regardless of who rolled what, which of them would fill the first slot in each round, and thus who'd fill the second. In a few rounds it made sense, given NPC actions, that they reverse their order - but they still used those same slots. Basically, the players, as a group in quick meta discussion, determine who'll fill each slot as combat moves through each round. This has proven to inject some fluidity into each round, provide some more decisions and flexibility, but since it's built on the foundation of the 5e system it doesn't require learning and working through anything really new. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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