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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Lanefan" data-source="post: 7716393" data-attributes="member: 29398"><p>And this is exactly the heart of the problem as I see it. Combat's chaotic nature should completely prevent knowing "who goes next".</p><p></p><p>As at the table this is somewhat impractical unless everyone hides their dice, we can only look for partial solutions.</p><p></p><p>One is to re-roll each round, thus even if you know who's going when this round there's no guarantee it'll be that way next round; this force-limits any pre-planning to just the round you're in.</p><p>Two is to at least try to play in good faith (yes, DMs too) and NOT use this turn-order knowledge that 99% of the time* your character really doesn't have.</p><p></p><p>* - in a planned attack a group might pre-determine who does what in what order for the initial sequence (i.e. first round), but this is rare, and subsequent rounds should go back to random.</p><p></p><p>It has an impact that it should not be able to have.</p><p></p><p>And ideally he wouldn't even have that much knowledge, but as I said...impractical.</p><p></p><p>There's supposed to be uncertainty! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Most of the time you just do what you do and hope for the best; you can't always gaurantee your given action at any given time is going to be the most "optimal" (and nor should you be able to), and sometimes you'll mess it up.</p><p></p><p>What I'm saying has nothing to do with punishing low initiatives - or any initiatives, for that matter - and everything to do with metagame vs. in-character knowledge.</p><p></p><p>Oh, it makes sense as written...I just happen to greatly disagree with it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lan-"when lawful players meet the chaos of combat, things always get messy"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7716393, member: 29398"] And this is exactly the heart of the problem as I see it. Combat's chaotic nature should completely prevent knowing "who goes next". As at the table this is somewhat impractical unless everyone hides their dice, we can only look for partial solutions. One is to re-roll each round, thus even if you know who's going when this round there's no guarantee it'll be that way next round; this force-limits any pre-planning to just the round you're in. Two is to at least try to play in good faith (yes, DMs too) and NOT use this turn-order knowledge that 99% of the time* your character really doesn't have. * - in a planned attack a group might pre-determine who does what in what order for the initial sequence (i.e. first round), but this is rare, and subsequent rounds should go back to random. It has an impact that it should not be able to have. And ideally he wouldn't even have that much knowledge, but as I said...impractical. There's supposed to be uncertainty! :) Most of the time you just do what you do and hope for the best; you can't always gaurantee your given action at any given time is going to be the most "optimal" (and nor should you be able to), and sometimes you'll mess it up. What I'm saying has nothing to do with punishing low initiatives - or any initiatives, for that matter - and everything to do with metagame vs. in-character knowledge. Oh, it makes sense as written...I just happen to greatly disagree with it. :) Lan-"when lawful players meet the chaos of combat, things always get messy"-efan [/QUOTE]
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