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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Mistwell" data-source="post: 7715600" data-attributes="member: 2525"><p>I am pretty sure this is the point of the system: Do things in the order of least complex to most complex, in terms of PLAYER COMPLEXITY. </p><p></p><p>In other words, shooting at someone involves the least complexity, the least number of choices for the player, the least number of likely reactions to it. </p><p></p><p>Going into melee increases complexity: someone may react to you hitting them, or attacking someone near them. You also may get in someone else's way. </p><p></p><p>Moving involves more complexity. It takes time to plot a course, and it may trigger a reaction, and interfere with other movement paths, and expenditure of other limited resources like with battle masters.</p><p></p><p>Spellcasting seems to take players the most amount of time. Lots of decisions about targets, DCs, effects, which spell to cast, etc..</p><p></p><p>So the entire system seems built to give the players with the most complex decisions the most time each round to make those decisions while the people with the least number of decisions to make, take their turns. </p><p></p><p>I am pretty sure that's the entire point of this. It's not simulationist. It's just a practical method of addressing how much time players tend to take to make up their minds about how to do something. It therefore would speed things up at the table, by tending to move the easiest decisions to the front of order, and the most complex ones to the back, as a time management tool.</p><p></p><p>But, because he doesn't want it entirely predictable each round, there are still die rolls involved. You won't necessarily go in those orders, but it will usually work out that way.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7715600, member: 2525"] I am pretty sure this is the point of the system: Do things in the order of least complex to most complex, in terms of PLAYER COMPLEXITY. In other words, shooting at someone involves the least complexity, the least number of choices for the player, the least number of likely reactions to it. Going into melee increases complexity: someone may react to you hitting them, or attacking someone near them. You also may get in someone else's way. Moving involves more complexity. It takes time to plot a course, and it may trigger a reaction, and interfere with other movement paths, and expenditure of other limited resources like with battle masters. Spellcasting seems to take players the most amount of time. Lots of decisions about targets, DCs, effects, which spell to cast, etc.. So the entire system seems built to give the players with the most complex decisions the most time each round to make those decisions while the people with the least number of decisions to make, take their turns. I am pretty sure that's the entire point of this. It's not simulationist. It's just a practical method of addressing how much time players tend to take to make up their minds about how to do something. It therefore would speed things up at the table, by tending to move the easiest decisions to the front of order, and the most complex ones to the back, as a time management tool. But, because he doesn't want it entirely predictable each round, there are still die rolls involved. You won't necessarily go in those orders, but it will usually work out that way. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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