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="schnee" data-source="post: 7716940" data-attributes="member: 16728"><p>You know, there's a saying in the product development / design field:</p><p></p><p>"One test is worth 50 opinions."</p><p></p><p>Someone already posted 'I tried it and it actually works'. All due respect (from a fellow graybeard with about as much gaming time) but I think I give their words more weight.</p><p></p><p>--</p><p></p><p>Each initiative style rewards certain behaviors and punishes others - and makes some things more efficient and others less. </p><p></p><p>And, my bet is, that for *most* groups, saying 'you have a few simple choices of what you can do, declare now before anyone else can do anything, we are <em>all waiting</em>' probably forces people who normally get stuck in analysis paralysis just choose NOW. Because they're just not delaying the next player...they're delaying EVERYONE. At the same time. Don't underestimate social pressure.</p><p></p><p>When making that choice, they can't analyze the entire map, studiously examining positions of figures and hazards, calculating odds - because it will be significantly different when they do finally act. So you're taking away their ability to metagame.</p><p></p><p>And, when they do get their chance to act, they are forced into a much smaller set of choices: I said hit something, so now I hit something. Or else they forfeit their ability to act now.</p><p></p><p>If they <em>do</em> change their mind, they roll again, act later, and risk being punished for it by having even more people go before they do. Odds are, when that turn arrives, their new choice isn't better enough to make it worth the wait. So, the more they meta-game and change their mind, the worse off they are. They are incentivized to make their original choice work, even if it's sub-optimal. </p><p></p><p><strong>TLDR</strong>: </p><p>This initiative system is quite interesting to me because it:</p><p>a) Causes 'information blindness' that prevents analysis paralysis</p><p>b) Structures the communication to peer pressure players into declaring actions quickly</p><p>c) Inflicts negative mechanical consequences to people who can't make up their mind</p><p></p><p>This initiative system is made to change how people behave. I totally see why it <em>could</em> be faster.</p><p></p><p>I'm going to give it a shot once it's a bit more polished.</p></blockquote><p></p>
[QUOTE="schnee, post: 7716940, member: 16728"] You know, there's a saying in the product development / design field: "One test is worth 50 opinions." Someone already posted 'I tried it and it actually works'. All due respect (from a fellow graybeard with about as much gaming time) but I think I give their words more weight. -- Each initiative style rewards certain behaviors and punishes others - and makes some things more efficient and others less. And, my bet is, that for *most* groups, saying 'you have a few simple choices of what you can do, declare now before anyone else can do anything, we are [I]all waiting[/I]' probably forces people who normally get stuck in analysis paralysis just choose NOW. Because they're just not delaying the next player...they're delaying EVERYONE. At the same time. Don't underestimate social pressure. When making that choice, they can't analyze the entire map, studiously examining positions of figures and hazards, calculating odds - because it will be significantly different when they do finally act. So you're taking away their ability to metagame. And, when they do get their chance to act, they are forced into a much smaller set of choices: I said hit something, so now I hit something. Or else they forfeit their ability to act now. If they [I]do[/I] change their mind, they roll again, act later, and risk being punished for it by having even more people go before they do. Odds are, when that turn arrives, their new choice isn't better enough to make it worth the wait. So, the more they meta-game and change their mind, the worse off they are. They are incentivized to make their original choice work, even if it's sub-optimal. [B]TLDR[/B]: This initiative system is quite interesting to me because it: a) Causes 'information blindness' that prevents analysis paralysis b) Structures the communication to peer pressure players into declaring actions quickly c) Inflicts negative mechanical consequences to people who can't make up their mind This initiative system is made to change how people behave. I totally see why it [I]could[/I] be faster. I'm going to give it a shot once it's a bit more polished. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
Top