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General Tabletop Discussion
*Dungeons & Dragons
Who has tried out the UA Greyhawk initiative rules variant?
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<blockquote data-quote="dco" data-source="post: 7339927"><p>Oh, I see this forum has some stupid feature that allows people to quote you and disappear like thiefs.</p><p></p><p>Yes, I can claim what I want as you are doing. In this case if a round takes x time, a round + initiative rolls will take x+y time, this is something intrinsic, not sure what's wrong with what I said.</p><p></p><p>If the combat is faster for you it is because for whatever reason you are doing your turns faster and supposedly you could do the same thing without extra initiative rolls. It's also something odd, not only you have to roll initiative and copy the results somewhere, you have to choose what kind of actions you could do and later on your turn you have to decide what you do as always but with some auto-imposed restrictions, so this system needs more decision points. It can also imply that you lose the round doing nothing, this will make the round faster but the combat slower and it can have serious roleplaying implications, for example if you didn't choose range or move your hero can stay watching with a brainfart how the son of the king is killed and then if he loses initiative how the same enemy kills another son. If you delay you lose the round, this means more time of combat. Effects change to the end or the beginning of the round, this changes how spells work and players controlling casters need time to experience the system and parse the spell descriptions.</p></blockquote><p></p>
[QUOTE="dco, post: 7339927"] Oh, I see this forum has some stupid feature that allows people to quote you and disappear like thiefs. Yes, I can claim what I want as you are doing. In this case if a round takes x time, a round + initiative rolls will take x+y time, this is something intrinsic, not sure what's wrong with what I said. If the combat is faster for you it is because for whatever reason you are doing your turns faster and supposedly you could do the same thing without extra initiative rolls. It's also something odd, not only you have to roll initiative and copy the results somewhere, you have to choose what kind of actions you could do and later on your turn you have to decide what you do as always but with some auto-imposed restrictions, so this system needs more decision points. It can also imply that you lose the round doing nothing, this will make the round faster but the combat slower and it can have serious roleplaying implications, for example if you didn't choose range or move your hero can stay watching with a brainfart how the son of the king is killed and then if he loses initiative how the same enemy kills another son. If you delay you lose the round, this means more time of combat. Effects change to the end or the beginning of the round, this changes how spells work and players controlling casters need time to experience the system and parse the spell descriptions. [/QUOTE]
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Who has tried out the UA Greyhawk initiative rules variant?
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