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Rokusai's avatar

I actually tend to like even older systems, roll initiative per turn. It is very much (To me more) skill based combat and also less random than you would think. Since our group plays via VTT, it is not even a hassle for me as a GM.

It also creates interesting narrative during combat: "Rog the ranger rolled 18 with his +1 dex and started the combat off with a deliberate and accurate bow attack, surprising and killing one of them, forcing the goblins into a corner, supressing them. Round 2, the goblins realize what is happening, they rolled 17 on this round and Rog rolled 14, the goblins scatter in all directions in order to surround him.

It creates this push pull during a fight, and tactics have to be adjusted all the time. It makes resource management for spellcasters even more important (Plus melee characters actually having to cover their casters), since the chance of not being able to react on time is a real fear. Especially if you imagine AD&D1e where casting could take multiple segments to work out. Character placement of the battlefield actually becomes necessary, and is no longer a given like say the ranger that stays on top of the rocks and has a continuing advantage while raining hell down.

Some systems do it gracefully like you point out, and I agree that 5e's initiative system is too bland and gamified like a video game. It doesn't make sense why a high init roll will keep you fast the whole duration of the combat. Combat is chaotic the very least, and panic is a real factor.

Just my two cents on the topic :)

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Randy's avatar

I much prefer

Declare your action

Roll Initiative

The only time modifiers (Dex) are applied is for tie breakers.

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