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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Tormyr" data-source="post: 7715595" data-attributes="member: 6776887"><p>I just run cyclic initiative, and I also roll for each monster. I do this to spread out the damage and ganging up that monsters can otherwise do when they all go at the same time. It also breaks up some working together on the player's side unless they specifically try to work together. There are a lot of nice ideas here from other people, but one of the biggest issues I have seen with re-rolling initiative is all the different effects that have any duration (as has been noted upthread). Having something like a monk stun work on a creature twice (or 0 times if the monk goes last, stuns, and then goes first) really seems to mess things up. So many other parts of the 5e ruleset actually depend on that cyclic initiative.</p><p></p><p>Anyone looking for ideas on how to handle what to do if everyone declares actions first and someone changes their choice could look for inspiration in the Doctor Who RPG. That system has Runners, Talkers, Doers, and Fighters in that order (I think). A runner always goes before someone who has chosen any other option, and runners determine their order. If someone changes their option down the order, I think they just go later, but there are some real penalties for a Fighter becoming a Doer. They still go before other fighters, but after the Doers and anyone else that has actually resolved their action. My knowledge of the Doctor Who system is very basic though, so don't quote me on it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tormyr, post: 7715595, member: 6776887"] I just run cyclic initiative, and I also roll for each monster. I do this to spread out the damage and ganging up that monsters can otherwise do when they all go at the same time. It also breaks up some working together on the player's side unless they specifically try to work together. There are a lot of nice ideas here from other people, but one of the biggest issues I have seen with re-rolling initiative is all the different effects that have any duration (as has been noted upthread). Having something like a monk stun work on a creature twice (or 0 times if the monk goes last, stuns, and then goes first) really seems to mess things up. So many other parts of the 5e ruleset actually depend on that cyclic initiative. Anyone looking for ideas on how to handle what to do if everyone declares actions first and someone changes their choice could look for inspiration in the Doctor Who RPG. That system has Runners, Talkers, Doers, and Fighters in that order (I think). A runner always goes before someone who has chosen any other option, and runners determine their order. If someone changes their option down the order, I think they just go later, but there are some real penalties for a Fighter becoming a Doer. They still go before other fighters, but after the Doers and anyone else that has actually resolved their action. My knowledge of the Doctor Who system is very basic though, so don't quote me on it. ;) [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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