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Community
General Tabletop Discussion
*Dungeons & Dragons
Using multiple initiative systems in the same game?
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<blockquote data-quote="Quickleaf" data-source="post: 8995794" data-attributes="member: 20323"><p>I've only used popcorn initiative in small 3-player game, so it's good to hear your experiences with it. Do you think it the speed bump would have been smoothed over somewhat if you'd included the "if you damaged a creature they can act after you" caveat that I mentioned? So that the player only really needs to choose who goes next if they didn't hurt a monster? Or would you still find the speed bump presented by a player having to decide who goes next be not worth it?</p><p></p><p></p><p>That one I do have experience trying. It was fast, but didn't give the result I was looking for. What I found was that a lot of our quick fights tended not to involve the entire party, but rather one or a handful of PCs. In those cases, rather than having the whole party roll and having to say things like "The wizard PC who was over in this other room hears the sounds of commotion, runs over...ok...and that's their movement, ending their turn", what I found worked better for me was zeroing in on whoever is involved.</p><p></p><p>For ex, if it were the rogue and fighter and 3 kobolds, and the rogue were trying to sneak up and backstab, but failed their Stealth check, I'd probably just start combat with the rogue going first (not Hidden) along with the fighter, then the kobolds if any survived. If there were some pressing reason why not just having the involved PCs go first... maybe the kobolds are under orders to sound a gong in another room if attacked... I'd have the rogue PC (since they were initiating) roll a DC 12 initiative check; if they won, then the rogue and fighter would go first, if not then the kobolds would.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8995794, member: 20323"] I've only used popcorn initiative in small 3-player game, so it's good to hear your experiences with it. Do you think it the speed bump would have been smoothed over somewhat if you'd included the "if you damaged a creature they can act after you" caveat that I mentioned? So that the player only really needs to choose who goes next if they didn't hurt a monster? Or would you still find the speed bump presented by a player having to decide who goes next be not worth it? That one I do have experience trying. It was fast, but didn't give the result I was looking for. What I found was that a lot of our quick fights tended not to involve the entire party, but rather one or a handful of PCs. In those cases, rather than having the whole party roll and having to say things like "The wizard PC who was over in this other room hears the sounds of commotion, runs over...ok...and that's their movement, ending their turn", what I found worked better for me was zeroing in on whoever is involved. For ex, if it were the rogue and fighter and 3 kobolds, and the rogue were trying to sneak up and backstab, but failed their Stealth check, I'd probably just start combat with the rogue going first (not Hidden) along with the fighter, then the kobolds if any survived. If there were some pressing reason why not just having the involved PCs go first... maybe the kobolds are under orders to sound a gong in another room if attacked... I'd have the rogue PC (since they were initiating) roll a DC 12 initiative check; if they won, then the rogue and fighter would go first, if not then the kobolds would. [/QUOTE]
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Using multiple initiative systems in the same game?
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