DND_Reborn
The High Aldwin
Since the first part of cinematic initiative is to understand the initiative rolls just indicate the order in the round, not necessarily any sort of timing factor. We don't like to force the concept that you can move so far on so many initiative counts, etc.I mean, I get what you are saying but let’s break it down a bit: Moving up to 30 feet, for a capable adventurer, might take what… somewhere between 1 to 3 seconds? Is that really important to simulate more granularly in a 6 second round combat system that is largely abstracted to begin with? I guess as an optional “combat movement” rule, some might latch onto it.