Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sunseeker" data-source="post: 7715828"><p>Like many of the things Mearls has created, this system is <em>interesting</em> but that's about it.</p><p></p><p>While many people are complaining about "needing to know what action you're going to take", this is truly a deeper gaming issue. Even if you original decision is no longer valid when your turn comes around, choosing and committing to an action is an entirely different kettle of fish. One that most people need to learn how to do <em>anyway</em>. I've played with far too many people who get "choice locked" fairly easily, especially under changing or intense situations, causing the whole game to grind to a halt while they figure out what they're doing...something they should have been figuring right from the start, and keeping up with every turn.</p><p></p><p>After thinking about this for a few moments, some other thoughts:</p><p></p><p>This system seems to punish elements that were given freely in the game. +d8 to change gear? Normally I can drop/draw a weapon every turn. +d6 to move? I can move every turn at no cost. +d8 for bonuses freely given? How do Polearm Masters even? Martial ranged who need to move less, are less likely to change weapons get the smallest die? Monk's whose very class is based on quickly entering and exiting combat get hit with the full swing of d8 for melee, +d8 for bonus, +d6 for move making them now ostensibly one of the slowest classes to act (minimum 3 init). Further, it seems to completely discourage the use of the action economy, and totally kills the fluidity that 5E seemed intent on bringing back. Players would, I think, be encouraged to do <em>less</em> each turn. Be <em>less</em> creative and <strong>more</strong> prone to "I hit it with my stick." while becoming overly concerned with getting to act <em>at all</em> if they took advantage of the more tactical, more fluid, and more creative options available to them.</p><p></p><p>Frankly, the system seems contrary to 5E, and many 5E design elements.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7715828"] Like many of the things Mearls has created, this system is [I]interesting[/I] but that's about it. While many people are complaining about "needing to know what action you're going to take", this is truly a deeper gaming issue. Even if you original decision is no longer valid when your turn comes around, choosing and committing to an action is an entirely different kettle of fish. One that most people need to learn how to do [I]anyway[/I]. I've played with far too many people who get "choice locked" fairly easily, especially under changing or intense situations, causing the whole game to grind to a halt while they figure out what they're doing...something they should have been figuring right from the start, and keeping up with every turn. After thinking about this for a few moments, some other thoughts: This system seems to punish elements that were given freely in the game. +d8 to change gear? Normally I can drop/draw a weapon every turn. +d6 to move? I can move every turn at no cost. +d8 for bonuses freely given? How do Polearm Masters even? Martial ranged who need to move less, are less likely to change weapons get the smallest die? Monk's whose very class is based on quickly entering and exiting combat get hit with the full swing of d8 for melee, +d8 for bonus, +d6 for move making them now ostensibly one of the slowest classes to act (minimum 3 init). Further, it seems to completely discourage the use of the action economy, and totally kills the fluidity that 5E seemed intent on bringing back. Players would, I think, be encouraged to do [I]less[/I] each turn. Be [I]less[/I] creative and [B]more[/B] prone to "I hit it with my stick." while becoming overly concerned with getting to act [I]at all[/I] if they took advantage of the more tactical, more fluid, and more creative options available to them. Frankly, the system seems contrary to 5E, and many 5E design elements. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
Top