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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="AntiStateQuixote" data-source="post: 7715601" data-attributes="member: 30770"><p>My table has been using an alternative initiative system for almost two years. I didn't like how cyclical initiative encouraged tons of metagaming and "pixel bitching" with regard to movement, perfect action, etc. on each person's turn.</p><p></p><p>Our system:</p><p>0. New round begins (reset "per round" things like Legendary Actions, etc.)</p><p>1. Go around the table and declare a general action: attack with weapon, cast a spell, use object, channel divinity, etc. You must decide what you will do for your action (not move or bonus action) before rolling initiative.</p><p>2. Roll initiative as normal. We briefly toyed with modifiers based on weapon speed, spell level, etc. but it was way too clunky. So, now it's roll just like normal (d20 + DEX mod).</p><p>3. DM counts down from 25 or so. When your initiative comes up take your action. You can move and do whatever you want for your bonus action, but for your action you may only do what you originally declared OR you can dodge, dash, disengage instead OR you can Ready your originally declared action. There is no Delay option.</p><p>4. Rinse and repeat</p><p></p><p></p><p>I know it sounds like it will slow you down because you have to declare actions and roll initiative every round. For the first couple of months that was true for us, but now it's second nature. We save a TON of time on each player's turn because they no longer hem and haw about what to do. They know what they are doing (action already declared), now it's just a matter of adding a move (or not) and possibly a bonus action and doing your thing (declared action).</p><p></p><p>I'd say our combat rounds take about the same amount or just a little less time than when we were using cyclical initiative.</p></blockquote><p></p>
[QUOTE="AntiStateQuixote, post: 7715601, member: 30770"] My table has been using an alternative initiative system for almost two years. I didn't like how cyclical initiative encouraged tons of metagaming and "pixel bitching" with regard to movement, perfect action, etc. on each person's turn. Our system: 0. New round begins (reset "per round" things like Legendary Actions, etc.) 1. Go around the table and declare a general action: attack with weapon, cast a spell, use object, channel divinity, etc. You must decide what you will do for your action (not move or bonus action) before rolling initiative. 2. Roll initiative as normal. We briefly toyed with modifiers based on weapon speed, spell level, etc. but it was way too clunky. So, now it's roll just like normal (d20 + DEX mod). 3. DM counts down from 25 or so. When your initiative comes up take your action. You can move and do whatever you want for your bonus action, but for your action you may only do what you originally declared OR you can dodge, dash, disengage instead OR you can Ready your originally declared action. There is no Delay option. 4. Rinse and repeat I know it sounds like it will slow you down because you have to declare actions and roll initiative every round. For the first couple of months that was true for us, but now it's second nature. We save a TON of time on each player's turn because they no longer hem and haw about what to do. They know what they are doing (action already declared), now it's just a matter of adding a move (or not) and possibly a bonus action and doing your thing (declared action). I'd say our combat rounds take about the same amount or just a little less time than when we were using cyclical initiative. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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