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What is your way for doing Initiative?
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<blockquote data-quote="LordEntrails" data-source="post: 7554425" data-attributes="member: 6804070"><p>Neither of you are getting it, which is ok because I didn't really explain it.</p><p></p><p>First, the player likes re-roll initiative. It adds more variables to the combats, which are otherwise fairly boring for him. It's not that he can just predict what the other players will do, but without much effort he knows what is otherwise going to statistically happen. 'The two npcs will die on turn 2, and this PC will need healing on turn 3 and ...' With fixed initiative he knows that he can attack this round and their is only a 7% chance he will be knocked unconscious before the cleric can heal him. Or that if the wizard casts XYZ then that means that the party defeats the bad guy in x rounds.</p><p></p><p>With re-roll init, their is more uncertainty and chaos. It takes nothing away from the players ability to effect and enjoy combat. It adds enjoyment for everyone at the table.</p><p></p><p>Even with this, you might not agree or understand. That's ok. Try to think of some general standing on a parapet overlooking ten thousand creatures engaged in battle below them. And that general already seeing every possible outcome of the battle based upon the possible actions of each and every creature. An oracle per se who can see the future. After how many battles and years of directing such things does it get boring? Re-roll adds a bit of wonder back, it clouds the future just enough.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7554425, member: 6804070"] Neither of you are getting it, which is ok because I didn't really explain it. First, the player likes re-roll initiative. It adds more variables to the combats, which are otherwise fairly boring for him. It's not that he can just predict what the other players will do, but without much effort he knows what is otherwise going to statistically happen. 'The two npcs will die on turn 2, and this PC will need healing on turn 3 and ...' With fixed initiative he knows that he can attack this round and their is only a 7% chance he will be knocked unconscious before the cleric can heal him. Or that if the wizard casts XYZ then that means that the party defeats the bad guy in x rounds. With re-roll init, their is more uncertainty and chaos. It takes nothing away from the players ability to effect and enjoy combat. It adds enjoyment for everyone at the table. Even with this, you might not agree or understand. That's ok. Try to think of some general standing on a parapet overlooking ten thousand creatures engaged in battle below them. And that general already seeing every possible outcome of the battle based upon the possible actions of each and every creature. An oracle per se who can see the future. After how many battles and years of directing such things does it get boring? Re-roll adds a bit of wonder back, it clouds the future just enough. [/QUOTE]
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