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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="osarusan" data-source="post: 7715782" data-attributes="member: 13950"><p>Yes, its based on their Aces & Eights system.</p><p></p><p>The DM counts up the seconds, and you act when your second comes up.</p><p>You can move 1 square per second (on a battle map this is awesome, with each PC moving simultaneously. It gets harder when you have a ton of monsters, but it can still be done without too much work.</p><p>When you make an attack, you add your weapon speed to your count and can't make another weapon attack until the new count comes up.</p><p>Basically any action has a speed cost, and you add a few seconds to your count to complete the action. Higher level spells take longer to cast than lower level ones, etc.</p><p>It also makes combat actions a lot of fun. Daggers attack much more quickly than greatswords, but do less damage.</p><p>You have options jab, which is a faster action to perform, but does half damage.</p><p>You can parry, which works even better with weapon size factors (spears parry really well).</p><p>All in all, the combat system feels much more realistic, and moves much faster and smoother. Gone are the awkward bits that round-based combat forces us to just sort of accept in order to make the abstraction work.</p><p></p><p>Making a version of this for 5th edition D&D would require quite a bit of work, as you'd have to take into account the existence of bonus actions and reactions, as well as certain monster abilities like lair/legendary actions. 5e combat actually works really well because of these added things, but it makes it much harder to disassemble and turn into something else.</p></blockquote><p></p>
[QUOTE="osarusan, post: 7715782, member: 13950"] Yes, its based on their Aces & Eights system. The DM counts up the seconds, and you act when your second comes up. You can move 1 square per second (on a battle map this is awesome, with each PC moving simultaneously. It gets harder when you have a ton of monsters, but it can still be done without too much work. When you make an attack, you add your weapon speed to your count and can't make another weapon attack until the new count comes up. Basically any action has a speed cost, and you add a few seconds to your count to complete the action. Higher level spells take longer to cast than lower level ones, etc. It also makes combat actions a lot of fun. Daggers attack much more quickly than greatswords, but do less damage. You have options jab, which is a faster action to perform, but does half damage. You can parry, which works even better with weapon size factors (spears parry really well). All in all, the combat system feels much more realistic, and moves much faster and smoother. Gone are the awkward bits that round-based combat forces us to just sort of accept in order to make the abstraction work. Making a version of this for 5th edition D&D would require quite a bit of work, as you'd have to take into account the existence of bonus actions and reactions, as well as certain monster abilities like lair/legendary actions. 5e combat actually works really well because of these added things, but it makes it much harder to disassemble and turn into something else. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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