id143910
2017-07-11, 05:53 PM
(As always I'm a french speaker who is sorry if he makes dumb english mistakes)
I was searching alternative ways of handling initiative that could be simplier when I came accross rolling each round and popcorn initiative and really liked the two Idea. It make combat less predictable and players focus more. I also really like the Idea that players get to choose when to act based on something else than pure luck. Its true than in a fight you dont really choose when to act. You often do it when you can. However, I can think of situations where a player with a good initiative doesnt want to play his turn at the moment the dice dictated and is punish for that. Realisticly, if he is faster than the others to react than he should be able to wait a better time to act. So I tought about another way to handle initiative.
There is in the center of the table a number of d20 coresponding to the number of actors in the fight. At the start of a round, the players each take one die and the dm as many as there is monster on the board. At the start of each TURN, those who want to act at that specific moment roll initiative. The winner get to play his turn and must let his initiative die in the center. Repeat this until there is no remaining initiative dice to roll. It mark the end of a turn and the begining of a new one.
With this method there is no such thing as initiative tracking or punishment for rolling high. Players also focus more as they are alway searching the best time to intervene. I think the only negative point (If you dont lack d20 ;) ) is for spells lasting one turn. They could be more or less effective depending of when casted but in a sense it force strategic thinking which I think add more to the game.
I didnt try this method yet and would like to hear feedback from you before doing so. :)
I was searching alternative ways of handling initiative that could be simplier when I came accross rolling each round and popcorn initiative and really liked the two Idea. It make combat less predictable and players focus more. I also really like the Idea that players get to choose when to act based on something else than pure luck. Its true than in a fight you dont really choose when to act. You often do it when you can. However, I can think of situations where a player with a good initiative doesnt want to play his turn at the moment the dice dictated and is punish for that. Realisticly, if he is faster than the others to react than he should be able to wait a better time to act. So I tought about another way to handle initiative.
There is in the center of the table a number of d20 coresponding to the number of actors in the fight. At the start of a round, the players each take one die and the dm as many as there is monster on the board. At the start of each TURN, those who want to act at that specific moment roll initiative. The winner get to play his turn and must let his initiative die in the center. Repeat this until there is no remaining initiative dice to roll. It mark the end of a turn and the begining of a new one.
With this method there is no such thing as initiative tracking or punishment for rolling high. Players also focus more as they are alway searching the best time to intervene. I think the only negative point (If you dont lack d20 ;) ) is for spells lasting one turn. They could be more or less effective depending of when casted but in a sense it force strategic thinking which I think add more to the game.
I didnt try this method yet and would like to hear feedback from you before doing so. :)