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When to force initiative reroll?
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<blockquote data-quote="Kazuel" data-source="post: 1284309" data-attributes="member: 15841"><p>I used to, and still prefer, to reroll inititive every round. The quick rogue who has a bad roll is going last every round (which isn't always bad mind you) but the speed of battle changes. It helps simulate multiple attacks without actualy giving a PC or NPC that bonus. It also keeps the players on their toes. In longer battles, a player might decide to hit creatures based on their inititve to take them out before their turn. See example A</p><p></p><p></p><p><strong>EXAMPLE A </strong></p><p></p><p>Here's the Turn Table</p><p></p><p>Fighter - PC</p><p>BugbearA - NPC</p><p>Wizard - PC</p><p>Cleric - PC</p><p>BugbearB - NPC</p><p>BugBearC - NPC</p><p></p><p>It's top of the order and it's the fighter's turn. He just finished killing one of the bugbears and sees that bugbearA is in melee combat with the wizard, and BugbearC is in melee with the cleric. Both the wizard and cleric are near death (1hp each, close enough for ya?) and they have horrible AC. The fighter knows that if either gets hit again, they are going down.</p><p></p><p>Now here is where the split happens.</p><p></p><p>[with continuous inititive]</p><p>The fighter knows that bugbearA goes right after him and then the wizard and the cleric will get to go before any other creature. So he decideds to help the wizard knowing that the cleric will get a chance to act before his attacker. The fighter kills the bugbear on the wizard and the cleric gets a chance to heal before he gets hit again. In the end the party wins, everyone lives, and in a small way, the whole RPing experience was soured. Now I'm not saying it was soured to the point it wasn't fun, because it was. However, the battle felt lacking.</p><p></p><p>or</p><p></p><p>[with new inititive rolls each round]</p><p>The fighter knows that both his friends are in trouble. Either could go down and he can only help one of them. He makes the decision to help the wizard knowing that maybe the cleric could heal himself or remove himself from combat on his own. In the end, the cleric was able to act fast enough and heal himself, the party won the fight and everyone lived. The battle was tense. There was a tough decision placed on the fighter and his companions lives were at stake. It was a much more fullfilling encounter.</p></blockquote><p></p>
[QUOTE="Kazuel, post: 1284309, member: 15841"] I used to, and still prefer, to reroll inititive every round. The quick rogue who has a bad roll is going last every round (which isn't always bad mind you) but the speed of battle changes. It helps simulate multiple attacks without actualy giving a PC or NPC that bonus. It also keeps the players on their toes. In longer battles, a player might decide to hit creatures based on their inititve to take them out before their turn. See example A [B]EXAMPLE A [/B] Here's the Turn Table Fighter - PC BugbearA - NPC Wizard - PC Cleric - PC BugbearB - NPC BugBearC - NPC It's top of the order and it's the fighter's turn. He just finished killing one of the bugbears and sees that bugbearA is in melee combat with the wizard, and BugbearC is in melee with the cleric. Both the wizard and cleric are near death (1hp each, close enough for ya?) and they have horrible AC. The fighter knows that if either gets hit again, they are going down. Now here is where the split happens. [with continuous inititive] The fighter knows that bugbearA goes right after him and then the wizard and the cleric will get to go before any other creature. So he decideds to help the wizard knowing that the cleric will get a chance to act before his attacker. The fighter kills the bugbear on the wizard and the cleric gets a chance to heal before he gets hit again. In the end the party wins, everyone lives, and in a small way, the whole RPing experience was soured. Now I'm not saying it was soured to the point it wasn't fun, because it was. However, the battle felt lacking. or [with new inititive rolls each round] The fighter knows that both his friends are in trouble. Either could go down and he can only help one of them. He makes the decision to help the wizard knowing that maybe the cleric could heal himself or remove himself from combat on his own. In the end, the cleric was able to act fast enough and heal himself, the party won the fight and everyone lived. The battle was tense. There was a tough decision placed on the fighter and his companions lives were at stake. It was a much more fullfilling encounter. [/QUOTE]
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When to force initiative reroll?
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