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What is your way for doing Initiative?
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7554466"><p>Yeah, um, I am hardly restricting their choices as you seem to think. They can still perform whatever actions the game allows. I just choose to not be so willy-nilly about it.</p><p>If your players are so pleasant and wait for each other, "Oh, no, please, you first." "Oh, why thank you, but no, I insist <em>you</em> go first." then kudos. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>My system is fairly identical to the mechanic of rolling a d20 (never claimed otherwise, in fact it was purposefully <em>designed</em> this way) but with a smaller range of numbers works more efficiently for our group. I told them about it, we tried it a few sessions, and when I asked for feedback, <em>everyone</em> agreed it was quicker and sped the game up. That was my goal and it works for us.</p><p></p><p>Sure, other games use other types of systems, but D&D is an Initiative-based system and through its various forms I have mostly pleased with it. I was never thrilled with the die bump up from d10 to d20 when 3E came out, as we ran into a similar problem back then playing 3E. Going back to the d6 and dividing by 3 tightens the range of numbers nicely and works well.</p><p></p><p>I would apologize for some of the earlier snarkiness, but your tone wasn't one to warrant such consideration. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>You got it. That is why I have <em>never</em> used a cyclical Initiative system in any game I played and never will.</p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7554466"] Yeah, um, I am hardly restricting their choices as you seem to think. They can still perform whatever actions the game allows. I just choose to not be so willy-nilly about it. If your players are so pleasant and wait for each other, "Oh, no, please, you first." "Oh, why thank you, but no, I insist [I]you[/I] go first." then kudos. ;) My system is fairly identical to the mechanic of rolling a d20 (never claimed otherwise, in fact it was purposefully [I]designed[/I] this way) but with a smaller range of numbers works more efficiently for our group. I told them about it, we tried it a few sessions, and when I asked for feedback, [I]everyone[/I] agreed it was quicker and sped the game up. That was my goal and it works for us. Sure, other games use other types of systems, but D&D is an Initiative-based system and through its various forms I have mostly pleased with it. I was never thrilled with the die bump up from d10 to d20 when 3E came out, as we ran into a similar problem back then playing 3E. Going back to the d6 and dividing by 3 tightens the range of numbers nicely and works well. I would apologize for some of the earlier snarkiness, but your tone wasn't one to warrant such consideration. :D You got it. That is why I have [I]never[/I] used a cyclical Initiative system in any game I played and never will. [/QUOTE]
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