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Initiative/order/action for large groups

Started by S'mon, May 09, 2018, 04:41:37 AM

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Elfdart

Mine has d6 for each side, but modified for individuals or sub-groups.
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RPGPundit

I don't really get the notion that initiative order is all that difficult. Even with large groups, I've never found it a hard idea to manage.
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S'mon

Quote from: RPGPundit;1039352I don't really get the notion that initiative order is all that difficult. Even with large groups, I've never found it a hard idea to manage.

My issues were with the stop-motion nature of individual initiative, and players treating it as part of the in-world reality - "The ogres can't be advancing on us! It's not their turn!"

Steven Mitchell

Quote from: RPGPundit;1039352I don't really get the notion that initiative order is all that difficult. Even with large groups, I've never found it a hard idea to manage.

What S'mon said, plus running games for casual players frequently.  You can have a perfectly fine RPG session with casual players, but you can't convince all of them to make a decision in combat in a timely manner.  And as soon as one dithers, the rest of the casuals attention span goes out the window.  The old tried and true method of "skip your turn" doesn't work with them, because the dithering is mostly because they are casual.  (That is, you can make them skip their turn, but it doesn't accomplish anything, because they don't get substantially better.)  I like running for large groups of casuals, otherwise.  They are often very appreciative and engaged in other parts of the game. So I've taken steps to find out what works for them.

Like I said earlier, I tested it carefully.  Combat runs in 40% of the time, compared to the standard rules--and even the attention deficit players stay mostly engaged.

Steven Mitchell

S'mon,

Did you end up using it this past weekend?  How did it go?

S'mon

Quote from: Steven Mitchell;1039463S'mon,

Did you end up using it this past weekend?  How did it go?

I tested it in my short online game last Saturday, I'm not running my regular tabletop Sunday game right now.

I posted this conclusion to our Facebook group when someone asked:

Overall pretty well - online it works best when players don't go for a tea break before posting their action FW :p - at one point I overlooked KH's turn as I forgot she had lost init to the ogres and I declared start of next turn. I may go back to only rolling init once per fight, but let players act in any order before the monsters go. Having players roll vs task DC = monster DEX+11 was definitely much faster than rolling init myself then tallying it all, and felt better. In regular system a high or low monster roll effectively negates player rolls.

gwb79

Quote from: Chainsaw;1038181Someone rolls d6 for party (rotates each time), referee rolls d6 for monsters. High roll side goes first by dex (or in the order it wants). Ties re-rolled. Simple, fast.

Yes! I ran AD&D1e last year and when you add casting times to the mix, it makes for some interesting choices in combat.

RPGPundit

Well, most initiative rules in RPGs, not just D&D, are turn-based.
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Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
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NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.