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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Hurin70" data-source="post: 7716358" data-attributes="member: 6875491"><p>Cyclical initiative is a huge timesaver. Rolemaster and DnD were the same IIRC back in the day when everything was cyclical (even AD&D IIRC, though correct me if I am wrong). Rolemaster, being always a bit more detailed system, went through a couple of different evolutions. The companion books offered alternate rules with things like different weapon speeds (a dagger was faster than a Claymore). In the revision that was Rolemaster Standard System (RMSS), you had different speeds of actions in general: snap, normal, and deliberate. So you could try to speed your action up in order to be able to resolve it first. </p><p></p><p>The upcoming edition of Rolemaster (RMU) has created a more nuanced action economy which uses Action Points kind of like the old Fallout games. That ensures that faster actions will go first. </p><p></p><p>In regards to declarations, you can actually play without them. I don't really think you need them at all, if you give players a reasonable opportunity to react to other players' actions via reactions.</p></blockquote><p></p>
[QUOTE="Hurin70, post: 7716358, member: 6875491"] Cyclical initiative is a huge timesaver. Rolemaster and DnD were the same IIRC back in the day when everything was cyclical (even AD&D IIRC, though correct me if I am wrong). Rolemaster, being always a bit more detailed system, went through a couple of different evolutions. The companion books offered alternate rules with things like different weapon speeds (a dagger was faster than a Claymore). In the revision that was Rolemaster Standard System (RMSS), you had different speeds of actions in general: snap, normal, and deliberate. So you could try to speed your action up in order to be able to resolve it first. The upcoming edition of Rolemaster (RMU) has created a more nuanced action economy which uses Action Points kind of like the old Fallout games. That ensures that faster actions will go first. In regards to declarations, you can actually play without them. I don't really think you need them at all, if you give players a reasonable opportunity to react to other players' actions via reactions. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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