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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
When Was it Decided Fighters Should Suck at Everything but Combat?
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<blockquote data-quote="Lanefan" data-source="post: 9855268" data-attributes="member: 29398"><p>There's three things in WotC D&D that work against re-rolling initiative, two of which can be fixed with trivial ease.</p><p></p><p>The first is that the die size - d20 - is far too big. D6 is fine, and has the side benefit that as we all have loads of them the players can leave their initiative dice on the table in front of them once rolled, so we can all see them. Easy fix.</p><p></p><p>The second is that there's modifiers to the initiative roll, Dexterity bonus being the most common. Scrap it all. Other than extremely rare instances, what you roll is what you get. Easy fix.</p><p></p><p>The third is that there's so many effects that end or take place "on your turn" based on the assumption that your next turn will occur exactly one round after this one. To fix this we have to go to an actual fixed-time duration setup, where the effect has a 1-round duration thus if it kicks in on a 5 this round it ends on 5 next round regardless of when anyone's turn happens. Not-quite-as-easy fix.</p><p></p><p>I use d6 initiative in my games, rerolled each round. Further, if you've got multiple actions within a round (e.g. two attacks) they each get their own separate initative, meaning you might attack once on a 6 and once on a 2 in a two-attack round.</p><p></p><p>Then, I go around the table asking for sixes, and we resolve all those; then fives, and so on down to ones. If you kill your foe on your initiative (let's say it was a 4) and your foe also had a 4, it gets its attack in as it dies because it's all simultaneous. There's corner cases and exceptions, of course, but the basics are, well, pretty basic. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What I sometimes find is that what at first might be single-roll resolution can quickly get more granular if-when things go wrong.</p><p></p><p>For example, take a simple climbing roll. You succeed, you make it to the top. But if you fail, now we're probably rolling more dice to see what happens next: roll to see how far you got before things went wrong, maybe a saving throw to grab a root or some other protrusion before or during your fall, a saving throw or dexterity check to see if you landed the least bit gracefully (if the fall isn't too far), if you grab something then a roll to see how far you dropped, then another roll to see if you make it the rest of the way to the top (or back to the bottom, if so desired), and so forth.</p><p></p><p>It's all a bit ad-hoc, though, based on the situation at the time.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9855268, member: 29398"] There's three things in WotC D&D that work against re-rolling initiative, two of which can be fixed with trivial ease. The first is that the die size - d20 - is far too big. D6 is fine, and has the side benefit that as we all have loads of them the players can leave their initiative dice on the table in front of them once rolled, so we can all see them. Easy fix. The second is that there's modifiers to the initiative roll, Dexterity bonus being the most common. Scrap it all. Other than extremely rare instances, what you roll is what you get. Easy fix. The third is that there's so many effects that end or take place "on your turn" based on the assumption that your next turn will occur exactly one round after this one. To fix this we have to go to an actual fixed-time duration setup, where the effect has a 1-round duration thus if it kicks in on a 5 this round it ends on 5 next round regardless of when anyone's turn happens. Not-quite-as-easy fix. I use d6 initiative in my games, rerolled each round. Further, if you've got multiple actions within a round (e.g. two attacks) they each get their own separate initative, meaning you might attack once on a 6 and once on a 2 in a two-attack round. Then, I go around the table asking for sixes, and we resolve all those; then fives, and so on down to ones. If you kill your foe on your initiative (let's say it was a 4) and your foe also had a 4, it gets its attack in as it dies because it's all simultaneous. There's corner cases and exceptions, of course, but the basics are, well, pretty basic. :) What I sometimes find is that what at first might be single-roll resolution can quickly get more granular if-when things go wrong. For example, take a simple climbing roll. You succeed, you make it to the top. But if you fail, now we're probably rolling more dice to see what happens next: roll to see how far you got before things went wrong, maybe a saving throw to grab a root or some other protrusion before or during your fall, a saving throw or dexterity check to see if you landed the least bit gracefully (if the fall isn't too far), if you grab something then a roll to see how far you dropped, then another roll to see if you make it the rest of the way to the top (or back to the bottom, if so desired), and so forth. It's all a bit ad-hoc, though, based on the situation at the time. [/QUOTE]
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