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Post by ilina on Oct 6, 2017 19:31:58 GMT -8
a single d12 is only a single d12. it is hardly anything compared to the sheer amount of d4's an archer will roll or the sheer number of d8's a melee combatant will roll. in fact, there is a massive chance the spellcaster will act before everyone else because of the fact they are rolling a single die compared to the mountain of dice a martial character is rolling.
if you fire 3 arrows per turn, that is 3d4s you have to roll. which will mostly likely be a consistently slower result than the wizard's 1d12, and if you make 3 dagger thrusts per turn, those 3 d8's will have an average that is higher than the wizard's maximum. before you roll a 4th d8 for movement and such.
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Post by Kainguru on Oct 7, 2017 1:21:09 GMT -8
The GreyHawk Initative (as WoTC named it and refined it) is very much 1e and 2e in feel - less complicated than 1e ( because done as RAW it's very complicated worthy of several articles and flow charts to fathom) and more interesting than 2e by the inclusion of different dice. Aaron
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bobcatt
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An infinite number of monkeys can't be wrong...
Posts: 81
Preferred Game Systems: AD&D 1e, 2e, 5e, Top Secret/S.I., Classic Traveller
Currently Playing: nothing at all :-(
Currently Running: completely stalled doing 5e via Roll20
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Post by bobcatt on Dec 12, 2017 15:07:48 GMT -8
I was hoping that a character with multiple actions per 'turn' would be handled better in 5e. I vaguely recall an RPG (Champions?) having a table of actions that dealt with 10 (or 12) blocks of time per 'turn', and your MOV (or SPD) dictated which blocks of time you could act in. If you only had one action per turn, you used it in block ~8; three actions, you used blocks 3,6, and 9; five actions, you used blocks 2,4,6,8 and 10 (or something close to that). Sorry, it was a long time ago and my memory is choppy at the moment. In 5e, I'm seeing all the attacks (except the opportunity/reaction) occuring at the same point in time during a player's turn. I understand that it's an abstraction rather than a simulation, but...
CinC
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Post by Probie Tim on Dec 12, 2017 15:36:39 GMT -8
Yeah, that's HERO... which is Champions.
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Post by Kainguru on Dec 13, 2017 5:30:24 GMT -8
I liked the 2e method. Multiple separate attacks occur on the same slot, multiple attacks with the same weapon are staggered - give duel wield a proper boost and makes animals with claw/claw/bite routines more challenging Aaron
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bobcatt
Apprentice Douchebag
Patron
An infinite number of monkeys can't be wrong...
Posts: 81
Preferred Game Systems: AD&D 1e, 2e, 5e, Top Secret/S.I., Classic Traveller
Currently Playing: nothing at all :-(
Currently Running: completely stalled doing 5e via Roll20
Favorite Species of Monkey: Barrel of
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Post by bobcatt on Dec 19, 2017 12:05:25 GMT -8
Digging back into my jumbled memories, I recall our group hacking 1e initiative. My sketchy recollection is that having ten 6-second segments per round it made sense (to us) to use d10 for initiative, subtract the DEX Reaction value, and add Weapon Speed Factor or spell casting time as appropriate. The result was the segment you acted in (lower = better). This almost always ensured that the dagger or short sword wielder went ahead of the person swinging the two-handed sword or maul. It also gave casters a decent chance to set off the quicker spells without getting hit first. I'm certain there was more to it. I once more wish I hadn't thrown out most of my old gaming papers 20 years ago (and not for the last time)...
<EDIT> I'm reminded that 2e essentially used this as one of their variant initiative methods. </EDIT>
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