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Would 4e work better if it used "round phases"
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<blockquote data-quote="Dausuul" data-source="post: 5475159" data-attributes="member: 58197"><p>It's an interesting thought. It would certainly reduce, if not eliminate, one of the problems with 3E/4E-style initiative, which is the "statue effect"--when it's your turn, you get to move around and act while everyone else is frozen in time. And as others have pointed out, it could speed up player decision-making.</p><p></p><p>Thinking about potential pitfalls/questions:</p><ul> <li data-xf-list-type="ul">Initiative on the movement phase would be weird. Normally high initiative is an unqualified good, but in this system, a big advantage goes to the person who moves last--you can dictate who you're in melee with. If you've got a low initiative and your enemy doesn't have reach or ranged attacks, you can just shift back out of reach every time it closes with you, then pepper it with spells or arrows, and it can never attack.</li> <li data-xf-list-type="ul">How would charging work? Would you charge on your attack phase? Would you have to declare the charge on your movement phase, execute the movement part of the charge, and then attack on your attack phase? Could you charge at all?</li> <li data-xf-list-type="ul">What happens if you ready an action, or delay? Can you ready an attack to make it during the movement phase? Do you use the same initiative for the attack and movement phases?</li> </ul><p>I don't think I'd try to do this with 4E, just because 4E is built around the current initiative system and switching to a phase-based approach would almost certainly break parts of it. But if I were designing a system from the ground up, I'd give it some serious thought.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5475159, member: 58197"] It's an interesting thought. It would certainly reduce, if not eliminate, one of the problems with 3E/4E-style initiative, which is the "statue effect"--when it's your turn, you get to move around and act while everyone else is frozen in time. And as others have pointed out, it could speed up player decision-making. Thinking about potential pitfalls/questions: [list][*]Initiative on the movement phase would be weird. Normally high initiative is an unqualified good, but in this system, a big advantage goes to the person who moves last--you can dictate who you're in melee with. If you've got a low initiative and your enemy doesn't have reach or ranged attacks, you can just shift back out of reach every time it closes with you, then pepper it with spells or arrows, and it can never attack. [*]How would charging work? Would you charge on your attack phase? Would you have to declare the charge on your movement phase, execute the movement part of the charge, and then attack on your attack phase? Could you charge at all? [*]What happens if you ready an action, or delay? Can you ready an attack to make it during the movement phase? Do you use the same initiative for the attack and movement phases?[/list] I don't think I'd try to do this with 4E, just because 4E is built around the current initiative system and switching to a phase-based approach would almost certainly break parts of it. But if I were designing a system from the ground up, I'd give it some serious thought. [/QUOTE]
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Would 4e work better if it used "round phases"
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