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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Hussar" data-source="post: 7715812" data-attributes="member: 22779"><p>IME, there are many things that slow down combat in D&D. Initiative is so far down on that list that it doesn't even rank.</p><p></p><p>If our goal here is to speed up combat, there are so many changes that could be made that would help:</p><p></p><p>1. I know people will hate this, but, do away with round area of effects. Go back to the 4e style square fireballs. Yeah, yeah, I know, you hate it, but, it was a LOT faster. No more time spent faffing about as the caster player fiddles with placing his fireball <em>just so</em> and the repositioning it fifteen times so he can get the bad guys and just miss the other PC's. Grrr. I've seen the game grind to a screeching halt too many times watching this that I HATE it. I'd much, much rather go back to squares.</p><p></p><p>2. ((Mearls mentions this in his AMA)) The bonus actions need to go. They are just too fiddly. I've seen to many times of, "I'm done... no wait, I still have my bonus action... ummm... errr... nope, no, not going to do anything... wait... hang on, I can... oh, no, that's not going to work.... Ok, yeah, I'm done." </p><p></p><p>3. We should have a D&D branded air horn to get players on task when their turn comes up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I have to admit, my Primeval Thule campaign right now has no casters in it. WOWZERS did that speed up combat. We ran a 3 hour (a bit less actually) session this week and had 4 complete combats including one with over 20 combatants with tons of time left over. I'm very much of the opinion that it's the casters that grind the game to a halt.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7715812, member: 22779"] IME, there are many things that slow down combat in D&D. Initiative is so far down on that list that it doesn't even rank. If our goal here is to speed up combat, there are so many changes that could be made that would help: 1. I know people will hate this, but, do away with round area of effects. Go back to the 4e style square fireballs. Yeah, yeah, I know, you hate it, but, it was a LOT faster. No more time spent faffing about as the caster player fiddles with placing his fireball [I]just so[/I] and the repositioning it fifteen times so he can get the bad guys and just miss the other PC's. Grrr. I've seen the game grind to a screeching halt too many times watching this that I HATE it. I'd much, much rather go back to squares. 2. ((Mearls mentions this in his AMA)) The bonus actions need to go. They are just too fiddly. I've seen to many times of, "I'm done... no wait, I still have my bonus action... ummm... errr... nope, no, not going to do anything... wait... hang on, I can... oh, no, that's not going to work.... Ok, yeah, I'm done." 3. We should have a D&D branded air horn to get players on task when their turn comes up. :D I have to admit, my Primeval Thule campaign right now has no casters in it. WOWZERS did that speed up combat. We ran a 3 hour (a bit less actually) session this week and had 4 complete combats including one with over 20 combatants with tons of time left over. I'm very much of the opinion that it's the casters that grind the game to a halt. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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