tag:blogger.com,1999:blog-3092603842974378319.post5773661083001063078..comments2024-01-24T11:36:17.328-08:00Comments on Explore: Beneath & Beyond: Roll for initiative!Joe Nuttallhttp://www.blogger.com/profile/02395295081337987607noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3092603842974378319.post-28775748283975607962015-04-17T11:26:47.775-07:002015-04-17T11:26:47.775-07:00Yes, perhaps Strike Order is a more appropriate te...Yes, perhaps Strike Order is a more appropriate term for this sort of initiative. The two could work together, let me know how it works out.<br />I've tried giving bonuses to the roll, but I found in practice that it slowed down play markedly.Joe Nuttallhttps://www.blogger.com/profile/02395295081337987607noreply@blogger.comtag:blogger.com,1999:blog-3092603842974378319.post-31590983415637502902015-04-17T08:54:57.550-07:002015-04-17T08:54:57.550-07:00I'm considering something similar for the next...I'm considering something similar for the next campaign I run. I'm going to break initiative into 2 parts, initiative and strike order.<br />Initiative – Each party / squad leader rolls. Losing side declares their moves first. Winning side declares their moves, and then DM resolves all movement. This is similar to yours, but sometimes the players get fore knowledge of what the bad guys are doing.<br />Strike order – Each person rolls their own initiative for determining strike order. This initiative only matters for strike order, and generally persons must do as they had planned earlier. Mages that do not get their spells off before they are hit have their spells spoiled, unless they had not started casting yet, in which case they lose their round. Roll d6 add weapon speed factor, spell casting time etc.<br />Thiles Targonhttps://www.blogger.com/profile/02928790313150694394noreply@blogger.com