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====== Messy Initiative System ====== | ====== Messy Initiative System ====== | ||
- | This system | + | The old system |
- | + | We now use [[Conversational initiative]] | |
- | This is nerdy and not something any player needs to understand. It's provided here for the Spikes & Mels only. If that's not you, just don't worry about this text, the turn will flow to you normally. | + | |
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- | OK, all gone? Just us rules nerds left? Good. Here's what I'm thinking: | + | |
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- | To keep track of the action economy, every one is listed on a grid in this order: First, super-bosses. Then, the PCs and their henches in initiative score order (normally 10 + dex mod, but things like Remarkable Athlete and Jack of All Trades increases the initiative score). Last, all the pretties in no particular order (they all have a line of their own). Their initiative score doesn' | + | |
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- | {{http:// | + | |
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- | The columns are the combat rounds. If you spend your action, move, and/or bonus action, that's marked with a forward slash. If you spend your reaction, that's marked with a backward slash. Once you've spent your action or your reaction, you have to wait until the next round to spend that type of action again. That's the action economy. | + | |
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- | Now, in what order does everyone get to act? | + | |
- | Surprise rounds, which only matter when one side is hidden from sight and actively, sneakily ambushing the other, are handled first. That doesn' | + | |
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- | - First, who first diegetically initiated force? Who shot first, Han or Greedo? They get to act first. (Once an initiator has been selected for the fight, there' | + | |
- | - Then, who's been attacked already //this round//? They get to act before anyone else. | + | |
- | - Third tiebreaker is list order, top first. | + | |
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- | Pretties can attack as a group. | + | |
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- | Rolling a normal defense roll doesn' | + | |
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- | When defending, you can if you want spend your action, if you already have it, to dodge. You'll get advantage on the defense roll and all other defense rolls and dex saves for the rest of the round. If you dodge, make your movement and bonus actions right away. | + | |
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- | Now, those are the rules. I put them in a flowchart but when I did, it looked super complicated. But here it is, just to have a canon representation of my thinking. | + | |
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- | {{http:// | + | |
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- | ===== How this came about ===== | + | |
- | I've been wanting a more " | + | |
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- | Then I read the game Kutulu, which inspired this system. There are a couple of differences. First, Kutulu doesn' | + | |
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- | Second, in Kutulu, defending isn't free—you can spend your full action to counter-attack. So if Alice attacks Bob and Bob counterattacks, | + | |
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- | So that means, in Kutulu, that if you get attacked by three skeletons, you can only defend against the first one, the rest get to do damage to you with no opposition. (But damage rolls have about a ⅛ chance of rolling zero damage, depending on the skill level of the monster.) | + | |
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- | This also means, in Kutulu, that there is no benefit to quickly shouting "I shoot first!" | + | |
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- | Obviously I like 5e:s action economy, where defense is always free, more. Kutulu' | + |