Blue
Ravenous Bugblatter Beast of Traal
Ok, thanks. One thing I would like to point out is that by re-rolling initiative, it can also work in the caster's favor.
Example: Chill Touch (since someone, I forgot who, brought it up...)
Two effects are dependent on your next turn: 1) the target can't regain hit points and 2) if it is undead, it has disadvantage on attack rolls against you.
Say the first round I am going on 5 and my target (a skeleton) is going on 3.
I cast Chill Touch and hit.
The target takes damage, and when it goes on 3, cannot regain hit points and has disadvantage when it attacks.
The next round the skeleton is going on 6, and I don't go until 2.
Since my turn hasn't started yet, those effects are still in play.
In other words, I benefit from the spell twice!
In the cyclical system as is, I would go first again on 5 and the spell effects would end.
Worst case scenario is I go after the skeleton on the round I cast Chill Touch and then go before it the next round, so I never gain the benefits of the effects. All-in-all, it averages out though.![]()
Yes, by doing BETTER you have a DISADVANTAGE, and by doing WORSE you have an ADVANTAGE. Rather messed up.
And "on average" it does not average out, that's white room thinking that doesn't actually think about actual play. If a spell affects for 0 zero round instead of 1, how often does the foe get that bonus. 100% of the time. If it affects for 2 rounds instead of 1, how often does it get that penalty? It's not 100% unless foes are never killed.
But really, this leads to two undesirable things.
1. Metagame casting, where you'll hold off on single round durations if you rolled poorly and be more likely to use them when you rolled well, since you'll get more bang for the buck from limited resources that way.
2. Every time you cast a spell, the foe fails the save and yet the spell has no effect because of initiative, you get upset players.