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	Comments on: UA: Greyhawk Initiative Breakdown	</title>
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		<title>
		By: Tim Baker		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3350</link>

		<dc:creator><![CDATA[Tim Baker]]></dc:creator>
		<pubDate>Sun, 16 Jul 2017 22:01:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3350</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3349&quot;&gt;Brandes Stoddard&lt;/a&gt;.

While Mearls might not like rolling additional dice with disadvantage mid-round, I think it&#039;s a reasonable improvement.  I spent a solid hour talking about this initiative system at a local RPG convention, yesterday -- it&#039;s definitely getting a lot of attention in my area&#039;s circle of 5e DMs.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3349">Brandes Stoddard</a>.</p>
<p>While Mearls might not like rolling additional dice with disadvantage mid-round, I think it&#8217;s a reasonable improvement.  I spent a solid hour talking about this initiative system at a local RPG convention, yesterday &#8212; it&#8217;s definitely getting a lot of attention in my area&#8217;s circle of 5e DMs.</p>
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		<title>
		By: Brandes Stoddard		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3349</link>

		<dc:creator><![CDATA[Brandes Stoddard]]></dc:creator>
		<pubDate>Sun, 16 Jul 2017 16:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3349</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3348&quot;&gt;Sporelord0179&lt;/a&gt;.

Insofar as it matters, Mearls has directly rejected the extra mid-round die. He argues that THAT is what slows down play. Given that action denial is an explicit feature of the system for him, he would presumably also oppose adding a new die because it eliminates that feature.

Quarterbacking is a flaw in this system only insofar as the system sets aside a phase of play explicitly for coordination, and thus creates space for a QB player to dominate the conversation.

Classes with a denser action economy are often doing more only in the sense that they require more moving parts to do the same amount as other classes do with fewer actions - unless you just want to argue that some classes are outright better than others, which would be a much bigger problem than this system. For example, two-weapon fighting is really, really not better than wielding a great weapon (it has an edge up until 5th level, and then falls behind and never recovers unless you are dripping with magic weapons), but is more expensive on the action economy. Should a two-weapon fighter be slower &lt;em&gt;and&lt;/em&gt; less effective to act?

Reducing the influence of Dex is fine by me, yes.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3348">Sporelord0179</a>.</p>
<p>Insofar as it matters, Mearls has directly rejected the extra mid-round die. He argues that THAT is what slows down play. Given that action denial is an explicit feature of the system for him, he would presumably also oppose adding a new die because it eliminates that feature.</p>
<p>Quarterbacking is a flaw in this system only insofar as the system sets aside a phase of play explicitly for coordination, and thus creates space for a QB player to dominate the conversation.</p>
<p>Classes with a denser action economy are often doing more only in the sense that they require more moving parts to do the same amount as other classes do with fewer actions &#8211; unless you just want to argue that some classes are outright better than others, which would be a much bigger problem than this system. For example, two-weapon fighting is really, really not better than wielding a great weapon (it has an edge up until 5th level, and then falls behind and never recovers unless you are dripping with magic weapons), but is more expensive on the action economy. Should a two-weapon fighter be slower <em>and</em> less effective to act?</p>
<p>Reducing the influence of Dex is fine by me, yes.</p>
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		<title>
		By: Sporelord0179		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3348</link>

		<dc:creator><![CDATA[Sporelord0179]]></dc:creator>
		<pubDate>Sat, 15 Jul 2017 17:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3348</guid>

					<description><![CDATA[I think the one rule the system NEEDS is to be able to roll an extra die mid-round.

The way I&#039;d handle it is that the new die is rolled with disadvantage - that cannot be cancelled out by advantage. So if Rath the dorf fighter is left standing there with bugger all to do after his target ran away he can roll a d6 with disadvantage, add it to his initiative and act a little later. It sucks but way less than sitting around like a dummy doing nothing.

I read the system and liked it (though wouldn&#039;t) but your breakdown has revealed a lot wrong with it.

Your point about having a quarterback bully other players into his plan isn&#039;t really a flaw about the system - as someone who has both accidentally been that person and played with people like that I can say that they&#039;ll be causing issues in other places as well. 

I also don&#039;t think it&#039;s really fair that &quot;Some classes always have a more expensive action economy than others.&quot; is a negative of the system. Those classes still have the advantage of doing more. I personally see it more as giving a buff to the simpler classes like barbarian and fighter that don&#039;t really do a whole lot.

I mean, I&#039;ll never use this but that&#039;s because I always end up playing with newbies anyway.

One thing I think the system does have in it&#039;s favour as well is that as your dex mod doesn&#039;t (really) affect your initiative it goes a step towards ending the tyranny of the dexterity stat.]]></description>
			<content:encoded><![CDATA[<p>I think the one rule the system NEEDS is to be able to roll an extra die mid-round.</p>
<p>The way I&#8217;d handle it is that the new die is rolled with disadvantage &#8211; that cannot be cancelled out by advantage. So if Rath the dorf fighter is left standing there with bugger all to do after his target ran away he can roll a d6 with disadvantage, add it to his initiative and act a little later. It sucks but way less than sitting around like a dummy doing nothing.</p>
<p>I read the system and liked it (though wouldn&#8217;t) but your breakdown has revealed a lot wrong with it.</p>
<p>Your point about having a quarterback bully other players into his plan isn&#8217;t really a flaw about the system &#8211; as someone who has both accidentally been that person and played with people like that I can say that they&#8217;ll be causing issues in other places as well. </p>
<p>I also don&#8217;t think it&#8217;s really fair that &#8220;Some classes always have a more expensive action economy than others.&#8221; is a negative of the system. Those classes still have the advantage of doing more. I personally see it more as giving a buff to the simpler classes like barbarian and fighter that don&#8217;t really do a whole lot.</p>
<p>I mean, I&#8217;ll never use this but that&#8217;s because I always end up playing with newbies anyway.</p>
<p>One thing I think the system does have in it&#8217;s favour as well is that as your dex mod doesn&#8217;t (really) affect your initiative it goes a step towards ending the tyranny of the dexterity stat.</p>
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		<title>
		By: Brandes Stoddard		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3344</link>

		<dc:creator><![CDATA[Brandes Stoddard]]></dc:creator>
		<pubDate>Thu, 13 Jul 2017 02:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3344</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3342&quot;&gt;Jimmy Deuce&lt;/a&gt;.

Mearls&#039;s commentary on the system makes it abundantly clear that getting PCs to waste (or risk wasting) their actions in combat is a feature, not a bug. Which is, as it happens, the thing I object to most strongly.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3342">Jimmy Deuce</a>.</p>
<p>Mearls&#8217;s commentary on the system makes it abundantly clear that getting PCs to waste (or risk wasting) their actions in combat is a feature, not a bug. Which is, as it happens, the thing I object to most strongly.</p>
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		<title>
		By: Jimmy Deuce		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3342</link>

		<dc:creator><![CDATA[Jimmy Deuce]]></dc:creator>
		<pubDate>Wed, 12 Jul 2017 20:08:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3342</guid>

					<description><![CDATA[It occurs to me a variant much like this was already in the DMG to begin with - it uses penalties to the traditional d20 roll instead of combinations of dice. I like that one rather better, not least because, if I recall correctly, it doesn&#039;t place any restriction or penalty on moving in combination with your action, so you&#039;re much less likely to just lose your declared action. It does have higher variance, in general, being always a single d20 with modifiers for everyone.]]></description>
			<content:encoded><![CDATA[<p>It occurs to me a variant much like this was already in the DMG to begin with &#8211; it uses penalties to the traditional d20 roll instead of combinations of dice. I like that one rather better, not least because, if I recall correctly, it doesn&#8217;t place any restriction or penalty on moving in combination with your action, so you&#8217;re much less likely to just lose your declared action. It does have higher variance, in general, being always a single d20 with modifiers for everyone.</p>
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		<title>
		By: crimfan		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3340</link>

		<dc:creator><![CDATA[crimfan]]></dc:creator>
		<pubDate>Wed, 12 Jul 2017 13:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3340</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3326&quot;&gt;Craig Cormier&lt;/a&gt;.

That could be really annoying for some groups, certainly one I play with where the players aren&#039;t that on top of where they are in the turn. 

An alternate cure for the &quot;lose a turn&quot; problem would be to provide for some kind of menu of switch out actions that are useful if not amazing. Thus there are consequences for your plan not coming through but you&#039;re not totally busted for it. For instance, allowing a character to use a throwing weapon, move (but not take an attack), drink a potion, second wind (yes this is a fighter thing, but activating a hit die could be a more broadly accessible thing), or activate a cantrip. If nothing else, it would encourage people to carry some throwing daggers!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3326">Craig Cormier</a>.</p>
<p>That could be really annoying for some groups, certainly one I play with where the players aren&#8217;t that on top of where they are in the turn. </p>
<p>An alternate cure for the &#8220;lose a turn&#8221; problem would be to provide for some kind of menu of switch out actions that are useful if not amazing. Thus there are consequences for your plan not coming through but you&#8217;re not totally busted for it. For instance, allowing a character to use a throwing weapon, move (but not take an attack), drink a potion, second wind (yes this is a fighter thing, but activating a hit die could be a more broadly accessible thing), or activate a cantrip. If nothing else, it would encourage people to carry some throwing daggers!</p>
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		<title>
		By: crimfan		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3339</link>

		<dc:creator><![CDATA[crimfan]]></dc:creator>
		<pubDate>Wed, 12 Jul 2017 13:05:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3339</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3332&quot;&gt;Brandes Stoddard&lt;/a&gt;.

&lt;em&gt;His&lt;/em&gt; players haven&#039;t capitalized on it....]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3332">Brandes Stoddard</a>.</p>
<p><em>His</em> players haven&#8217;t capitalized on it&#8230;.</p>
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		<title>
		By: crimfan		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3338</link>

		<dc:creator><![CDATA[crimfan]]></dc:creator>
		<pubDate>Wed, 12 Jul 2017 13:04:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3338</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3330&quot;&gt;Shane&lt;/a&gt;.

I very much agree with regards to lose a turn abilities against PCs. A little &quot;lose a turn&quot; for players goes a long way. A bit here and there to really threaten the PCs is fine, but man there&#039;s nothing to piss a player off like having their PC stun-locked for the majority of a combat after they&#039;ve flown 1000 miles for a once every six months game with the college pals. (OK that player was me but I&#039;ve seen a similar reaction from others.)

Because the action economy really matters for some PCs and less so for others, this is a massive issue with the &quot;Greyhawk Initiative.&quot;]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3330">Shane</a>.</p>
<p>I very much agree with regards to lose a turn abilities against PCs. A little &#8220;lose a turn&#8221; for players goes a long way. A bit here and there to really threaten the PCs is fine, but man there&#8217;s nothing to piss a player off like having their PC stun-locked for the majority of a combat after they&#8217;ve flown 1000 miles for a once every six months game with the college pals. (OK that player was me but I&#8217;ve seen a similar reaction from others.)</p>
<p>Because the action economy really matters for some PCs and less so for others, this is a massive issue with the &#8220;Greyhawk Initiative.&#8221;</p>
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		<title>
		By: crimfan		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3337</link>

		<dc:creator><![CDATA[crimfan]]></dc:creator>
		<pubDate>Wed, 12 Jul 2017 12:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3337</guid>

					<description><![CDATA[The more I think of it, the less I like it for many of the reasons you list out. 

I&#039;m still running a heavily house-ruled 2E after all these years, and this is the system we ended up settling on, when we aren&#039;t fighting the &quot;wait, which system are we playing now?&quot; with it. 

-Reroll every round. 
-Low is better. 
-Every round roll D10-Dex attack modifier, so someone with an 18 Dex rolls D10-2, etc. Some characters or creatures roll a D8 or D6, similarly modified by Dex. One character, a lawful neutral extraplanar, always gets a 5 and I occasionally mess with monster abilities to represent themes with their initiative die in other ways. 
-Ties are broken by Dex modifier. 
-Weapons do not have speed ordinarily (though the DM might impose one due to circumstance). 
-Spells take 1 initiative tick to cast per level (more or less, some vary), meaning you often need to plan for your big guns. Spells can be disrupted by damage so you can attack a caster while they&#039;re casting. Most casters want to have a device as a backup as a consequence and non-casters often do things like step in the way to take a hit for a caster. 
-Half movement is part of your action. If you want to move twice that&#039;s your action. 
-Extra attacks due to high level fighter-ness occur at the end of the round but extra attacks due to two weapon fighting, haste, etc., occur on your normal turn. 
-Readying and delaying work pretty similarly to 3.x. Readying lets you interrupt someone else&#039;s action while delaying does not. If you delay across a round, you automatically roll a 1 on the next round&#039;s initiative.]]></description>
			<content:encoded><![CDATA[<p>The more I think of it, the less I like it for many of the reasons you list out. </p>
<p>I&#8217;m still running a heavily house-ruled 2E after all these years, and this is the system we ended up settling on, when we aren&#8217;t fighting the &#8220;wait, which system are we playing now?&#8221; with it. </p>
<p>-Reroll every round.<br />
-Low is better.<br />
-Every round roll D10-Dex attack modifier, so someone with an 18 Dex rolls D10-2, etc. Some characters or creatures roll a D8 or D6, similarly modified by Dex. One character, a lawful neutral extraplanar, always gets a 5 and I occasionally mess with monster abilities to represent themes with their initiative die in other ways.<br />
-Ties are broken by Dex modifier.<br />
-Weapons do not have speed ordinarily (though the DM might impose one due to circumstance).<br />
-Spells take 1 initiative tick to cast per level (more or less, some vary), meaning you often need to plan for your big guns. Spells can be disrupted by damage so you can attack a caster while they&#8217;re casting. Most casters want to have a device as a backup as a consequence and non-casters often do things like step in the way to take a hit for a caster.<br />
-Half movement is part of your action. If you want to move twice that&#8217;s your action.<br />
-Extra attacks due to high level fighter-ness occur at the end of the round but extra attacks due to two weapon fighting, haste, etc., occur on your normal turn.<br />
-Readying and delaying work pretty similarly to 3.x. Readying lets you interrupt someone else&#8217;s action while delaying does not. If you delay across a round, you automatically roll a 1 on the next round&#8217;s initiative.</p>
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		<title>
		By: Drow		</title>
		<link>https://www.tribality.com/2017/07/11/ua-greyhawk-initiative-breakdown/#comment-3335</link>

		<dc:creator><![CDATA[Drow]]></dc:creator>
		<pubDate>Wed, 12 Jul 2017 01:32:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20672#comment-3335</guid>

					<description><![CDATA[I still think I&#039;d want to try to play under this system, even if there&#039;s no way in hell I&#039;d want to run it; it&#039;d be a nightmare to coordinate among the players, and I&#039;d be even more tempted than usual to DM-fudge to avoid situations like the wizard reactionless insta-death scenario.  It&#039;s got a strangely video game feel to it, kind of like setup-fire-and-forget tactical game ala Deadlock or Dominions (mostly non-RPG, but it does also make me think of the distinction between Phased and Continuous combat in Wizardry 8 and its variable initiative).  I&#039;m not so sure how many more actions would necessarily be invalidated than under the regular init system, since I thought that &quot;can decide to move/swap items when its your turn&quot; option was standard (though then, why would anyone decide to move at the start?), and I don&#039;t necessarily see anything wrong with the ranged attacks being faster (you&#039;re presumably not dealing with adjacent distractions like in melee, and crossbows are already limited to one attack/round by the Loading property).  

In fact, the system actually addresses something that&#039;s bugged me about initiative from a verisimilitude perspective for a while: how does everyone react so &lt;i&gt;fast&lt;/i&gt;?  Not even talking reaction actions, just normal, bonus, and movement.  Since every turn exists as a discrete packet of time, it doesn&#039;t matter if you&#039;ve engaged one enemy that&#039;s suddenly no longer relevant; if your teammate blasts them away right before your turn, doesn&#039;t matter, since time doesn&#039;t start for you until your turn.  There&#039;s no suddenness to the situation, no need for you to regroup, adjust your thinking, etc., just pick up and move all the same.  Sure, it&#039;s &lt;i&gt;possible&lt;/i&gt;, and there are literary examples of high-dexterity characters with legendary reflexes to react instantly to change (I keep thinking Gourry Gabriev, for some reason), but it&#039;s part-and-parcel of any D&#038;D character.



Granted, there&#039;s no way to simulate those characters under &lt;i&gt;this&lt;/i&gt; system either (since Dex plays next-to-no part), I&#039;m hardly looking for perfect verisimilitude anyway, and it looks like it takes extra houseruling work just to get rid of the potential headaches.  So eh, just idle musing.  Like hell am I going to try to make it work.]]></description>
			<content:encoded><![CDATA[<p>I still think I&#8217;d want to try to play under this system, even if there&#8217;s no way in hell I&#8217;d want to run it; it&#8217;d be a nightmare to coordinate among the players, and I&#8217;d be even more tempted than usual to DM-fudge to avoid situations like the wizard reactionless insta-death scenario.  It&#8217;s got a strangely video game feel to it, kind of like setup-fire-and-forget tactical game ala Deadlock or Dominions (mostly non-RPG, but it does also make me think of the distinction between Phased and Continuous combat in Wizardry 8 and its variable initiative).  I&#8217;m not so sure how many more actions would necessarily be invalidated than under the regular init system, since I thought that &#8220;can decide to move/swap items when its your turn&#8221; option was standard (though then, why would anyone decide to move at the start?), and I don&#8217;t necessarily see anything wrong with the ranged attacks being faster (you&#8217;re presumably not dealing with adjacent distractions like in melee, and crossbows are already limited to one attack/round by the Loading property).  </p>
<p>In fact, the system actually addresses something that&#8217;s bugged me about initiative from a verisimilitude perspective for a while: how does everyone react so <i>fast</i>?  Not even talking reaction actions, just normal, bonus, and movement.  Since every turn exists as a discrete packet of time, it doesn&#8217;t matter if you&#8217;ve engaged one enemy that&#8217;s suddenly no longer relevant; if your teammate blasts them away right before your turn, doesn&#8217;t matter, since time doesn&#8217;t start for you until your turn.  There&#8217;s no suddenness to the situation, no need for you to regroup, adjust your thinking, etc., just pick up and move all the same.  Sure, it&#8217;s <i>possible</i>, and there are literary examples of high-dexterity characters with legendary reflexes to react instantly to change (I keep thinking Gourry Gabriev, for some reason), but it&#8217;s part-and-parcel of any D&amp;D character.</p>
<p>Granted, there&#8217;s no way to simulate those characters under <i>this</i> system either (since Dex plays next-to-no part), I&#8217;m hardly looking for perfect verisimilitude anyway, and it looks like it takes extra houseruling work just to get rid of the potential headaches.  So eh, just idle musing.  Like hell am I going to try to make it work.</p>
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