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Static Initiative

🕑 Added 2024-09-17 16:40:50 +0000 UTC

Comments

Swiss Calavera

I think the pacing that most people are referring to is a narrative pacing. I actually like rolling initiative it feels like the fight music in a JRPG. There are multiple pacings that are being confused in the conversation though. The pacing of the mechanics themselves, that JRPG fight music takes some people out of it, and they would prefer combat flow more like an ARPG like Diablo or Baldur's Gate 1/2. The game moves to turn based for the one aspect which some people don't like. Personally the pacing it ruins for me most often is the narrative pacing. I have had games where 1-2 hours of crawling through caves harried by a monster is then undercut by the monster rolling 1 on initiative and everyone just piling damage on and killing it before its second turn. That is very anti-climactic and I have at least one player that stopped playing a Gloomstalker because he felt like his damager output was making the game feel less tense. The third pacing is actual table pacing, the flow of conversation and interaction at the table changes for a lot of tables from a communal, "what do we do?" to a "wait your turn and figure out what you're gonna do."

Eric Menge

I'd be very interested in your development on this. Initiative is one of the most frustrating things for me as the DM for a lot of the reasons you listed. Lately, I've just been deciding where monsters go in initiative order without rolling. Fast monsters go first, most monsters go halfway through the initiative order, slow monsters go last. I really like having the monsters interspersed through the players to have more back and forth.

Michael Sixel

I've never quite understood the idea that rolling for initiative ruins pacing. It's just part of the game to us.


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