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General Tabletop Discussion
*TTRPGs General
using props to track initiative - an idea
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<blockquote data-quote="scourger" data-source="post: 2285075" data-attributes="member: 12328"><p>I used the Combat Tracker sheet until I got the initiative cards from The Game Mechanics. The cards work well, but it is a lot of cards ot print & complete. There are also a lot of cards & numbers to keep ordered, especially if you use them for the foes' hit points, etc. I found them very handy as mini-character sheets in a game for which I made all the foes & NPCs. Otherwise, I would like to have them pre-printed. Toward the end of my last game, I just used 3x5 cards for some combatants.</p><p></p><p>I also tried "balckjack" initiative. I used a standard deck of playing cards and gave each combatant a 2-card hand to which was added their initiative bonus. It was different, but too unwieldy. I couldn't look out & see the numbers easily. Plus, dealing the cards every round meant a lot of shuffling. I would have liked to just give the players a hit (an extra card) for Improved Initiative and ignore the dexterity modifier, but the players hated that idea. I was trying to capture that old Deadlands feel, but it didn't work. </p><p></p><p>Savage Worlds, the successor to Deadlands, uses cards for initiative in a very cool way that I would like to incorporate into D&D. Each PC, major foe & minor foe group gets a card each round. The GM counts down from aces to dueces. The suits are valued, too, so there are no ties. A joker allows an interrupt, and a person can go on hold to see what happens. Using this system in D&D devalues dexterity slightly with respect to initiative, but I think it's okay since dexterity already modifies many very important things in the game anyway.</p></blockquote><p></p>
[QUOTE="scourger, post: 2285075, member: 12328"] I used the Combat Tracker sheet until I got the initiative cards from The Game Mechanics. The cards work well, but it is a lot of cards ot print & complete. There are also a lot of cards & numbers to keep ordered, especially if you use them for the foes' hit points, etc. I found them very handy as mini-character sheets in a game for which I made all the foes & NPCs. Otherwise, I would like to have them pre-printed. Toward the end of my last game, I just used 3x5 cards for some combatants. I also tried "balckjack" initiative. I used a standard deck of playing cards and gave each combatant a 2-card hand to which was added their initiative bonus. It was different, but too unwieldy. I couldn't look out & see the numbers easily. Plus, dealing the cards every round meant a lot of shuffling. I would have liked to just give the players a hit (an extra card) for Improved Initiative and ignore the dexterity modifier, but the players hated that idea. I was trying to capture that old Deadlands feel, but it didn't work. Savage Worlds, the successor to Deadlands, uses cards for initiative in a very cool way that I would like to incorporate into D&D. Each PC, major foe & minor foe group gets a card each round. The GM counts down from aces to dueces. The suits are valued, too, so there are no ties. A joker allows an interrupt, and a person can go on hold to see what happens. Using this system in D&D devalues dexterity slightly with respect to initiative, but I think it's okay since dexterity already modifies many very important things in the game anyway. [/QUOTE]
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