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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7715858" data-attributes="member: 6787650"><p>The basic rules I use are simple: everybody in combat declares their action at the start of the round, with highest Int getting to declare last if they want to, then the DM resolves their actions (or has the players resolve their own actions) just as he would in any other combat or noncombat situation. When it's necessary to determine which actions happened first due to ordering dependencies, roll initiative as needed. Since everybody's turn is happening concurrently, all references to "turn" become synonymous with "round", e.g. "save at end of turn" becomes "save at end of round", and you get one reaction per round.</p><p></p><p>There are some additional fiddly bits I added because I like the way they seamlessly integrate combat/noncombat activities (e.g. I added a Delay action which makes you automatically lose initiative but lets you declare your action after other actions have already been resolved; this facilitates things like Mexican standoffs and breaking off combat to negotiate surrender, since Delaying to negotiate now isn't tantamount to giving your enemy free attacks, it's just letting your enemy win initiative this round) but you might or might not need them.</p><p></p><p>There's a thread that walks you through how this works in practice, here (<a href="http://www.enworld.org/forum/showthread.php?513971-Concurrent-initiative-variant-Everybody-declares-Everybody-resolves-WAS-Simultaneous-Initiative" target="_blank">http://www.enworld.org/forum/showthread.php?513971-Concurrent-initiative-variant-Everybody-declares-Everybody-resolves-WAS-Simultaneous-Initiative</a>) plus some discussion of goals and motivations, and various peoples' suggested alternative rules.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7715858, member: 6787650"] The basic rules I use are simple: everybody in combat declares their action at the start of the round, with highest Int getting to declare last if they want to, then the DM resolves their actions (or has the players resolve their own actions) just as he would in any other combat or noncombat situation. When it's necessary to determine which actions happened first due to ordering dependencies, roll initiative as needed. Since everybody's turn is happening concurrently, all references to "turn" become synonymous with "round", e.g. "save at end of turn" becomes "save at end of round", and you get one reaction per round. There are some additional fiddly bits I added because I like the way they seamlessly integrate combat/noncombat activities (e.g. I added a Delay action which makes you automatically lose initiative but lets you declare your action after other actions have already been resolved; this facilitates things like Mexican standoffs and breaking off combat to negotiate surrender, since Delaying to negotiate now isn't tantamount to giving your enemy free attacks, it's just letting your enemy win initiative this round) but you might or might not need them. There's a thread that walks you through how this works in practice, here ([url]http://www.enworld.org/forum/showthread.php?513971-Concurrent-initiative-variant-Everybody-declares-Everybody-resolves-WAS-Simultaneous-Initiative[/url]) plus some discussion of goals and motivations, and various peoples' suggested alternative rules. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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