Bringing initiative passes over to D&D.

General questions, debates, and rants about RPGs

Moderator: Moderators

Post Reply
Lago PARANOIA
Invincible Overlord
Posts: 10555
Joined: Thu Sep 25, 2008 3:00 am

Bringing initiative passes over to D&D.

Post by Lago PARANOIA »

Any downsides to introducing such a mechanic into D&D? Obviously you couldn't do the Shadowrun thing where some people had 1 IP and others had 4, but if IPs were a strict function of level I think it would work out really nicely with D&D's design goal of 'the dragon that nearly TPKed you when you were level 5 can't even threaten you in a horde at level 15' without causing the numbers to inflate too much.

For example, assume the PCs are level 10. They come across a mixed encounter with one level 13 dracolich, a zombie horde at level 7, and three quisling liches at level 10. A sample combat sequence would go like this:

Round 1 --> Dracolich, PCs, Liches
Round 2 --> Dracolich, PCs, Liches, Zombies
Round 3 --> Dracolich
Round 4 --> Dracolich, PCs, Liches
Round 5 --> Dracolich, PCs, Liches, Zombies

Of course it would make the initial math a lot harder, but I think that it could reduce the final values a significant amount. I personally think that three-digit hit points and two-digit damage reduction as proposed in the 'fixing the D&D math' thread is still too much, especially when it's balanced such that the average combat length is supposed to remain roughly the same throughout all levels.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
User avatar
shadzar
Prince
Posts: 4922
Joined: Fri Jun 26, 2009 6:08 pm

Post by shadzar »

So some enemies just fail to do anything on certain rounds?
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
Lago PARANOIA
Invincible Overlord
Posts: 10555
Joined: Thu Sep 25, 2008 3:00 am

Post by Lago PARANOIA »

shadzar wrote:So some enemies just fail to do anything on certain rounds?
Maybe round was a bad term to use because round refers to an objective unit of time. But I'm not good with relative units of measurements. I suppose you can look at it as how much of a 'regular' person's 6-second activity a speedier character can do in a certain timeframe, though I can't come up with a quick-and-dirty conversion at the top of my head.

But the idea is that some characters are moving so fast relative to the others that it looks like they aren't doing anything. That's not necessarily so from a fixed time frame of reference, but relative to the PCs that's what it looks looks like. To 1st-level mook guards, the zombies would get three times as many actions to their one--so while zombies would move at a shambling 30 ft. pace at the 10th level PC perspective, to THEM the zombies are leaving the Dawn of the Dead Remake zombies in the dust.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
TheFlatline
Prince
Posts: 2606
Joined: Fri Apr 30, 2010 11:43 pm

Post by TheFlatline »

I'm not hot on it... You're either reinventing the wheel or you have a situation where a wizard can blow off 3 meteor swarms a turn and the fighter is dealing 3d8+10 points of damage assuming he hits all 3 times.

Unless you intend to have init passes allow full-round attacks, which begs the question: why are you using init passes at that point? Just say you can only do X number of actions per Y rounds.

To make init passes work you'd need to implement the speed rules from AD&D to compensate for the unending cascade of death that the wizard could then subject the other side to.
Lago PARANOIA
Invincible Overlord
Posts: 10555
Joined: Thu Sep 25, 2008 3:00 am

Post by Lago PARANOIA »

TheFlatline wrote: Unless you intend to have init passes allow full-round attacks, which begs the question: why are you using init passes at that point? Just say you can only do X number of actions per Y rounds.
Several reasons.

1) You can have credible Big Bad Evil Guys without resorting to weird 4E D&D simulation-breaking garbage (like solos getting super-secret extra rounds) or without them turning into damage sponges. Any monster of sufficient level bulge on the PCs can be used as a solo or elite.

2) When you plop down horde monsters of lower level than the PCs then you don't have to construct as many actions for them on a round-by-round basis. This speeds up combat.

3) Most importantly, to limit the attack/AC/damage/DR/etc. curves. If a higher-level character has more actions they can take relative to low-level guys then you don't have to inflate their numbers as much in order to have the classic D&D scenario of 'monster that was a boss character 10 levels ago is now something you destroy in hordes'.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
jadagul
Master
Posts: 230
Joined: Fri May 28, 2010 11:24 pm

Post by jadagul »

TheFlatline: I'm pretty sure Lago means everyone gets a full round's worth of actions on every initiative pass. So a wizard casts meteor swarm three times and a fighter takes three full attack actions. Now, that's not balanced (in 3.x) because wizards are better than fighters, but between characters of the same level it's no more unbalanced than it was before.
User avatar
hogarth
Prince
Posts: 4582
Joined: Wed May 27, 2009 1:00 pm
Location: Toronto

Post by hogarth »

It works to a certain extent in the Champions/HERO system. You just have to make sure that increasing your initiative is atrociously expensive.
User avatar
shadzar
Prince
Posts: 4922
Joined: Fri Jun 26, 2009 6:08 pm

Post by shadzar »

isnt that what weapon speed used to be for then?
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
TheFlatline
Prince
Posts: 2606
Joined: Fri Apr 30, 2010 11:43 pm

Post by TheFlatline »

shadzar wrote:isnt that what weapon speed used to be for then?
That's what I meant by "reinventing the wheel".

Rounds might have to alter in how long they lasted. Right now they're 6 seconds or so if memory serves. The idea of a fighter attacking 15-20 times in six seconds standing in his underwear and not under the effects of magic is kind of nuts. I could see that happening in epic levels (because reality is sneered at when you hit those levels) I guess.

However, I'm not at all opposed to the concept that a bad guy might have multiple init passes. It's not a bad way to buff up monsters.

I'll upgrade my opinion to "I'd like to see it in action" as opposed to "meh". I'm not sold on it, but I can see how it would be a benefit.

So long as it doesn't turn into a celerity arms race, where if you don't have extra actions you are basically fucked in combat if your opponent does, it might work.
User avatar
Psychic Robot
Prince
Posts: 4607
Joined: Sat May 03, 2008 10:47 pm

Post by Psychic Robot »

As long as fighters get the best initiative, I could see it working.
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:
Chamomile wrote:Ant, what do we do about Psychic Robot?
You do not seem to do anything.
MGuy
Prince
Posts: 4665
Joined: Tue Jul 21, 2009 5:18 am
Location: Indiana

Post by MGuy »

I think hypothetical discussions of game mechanics could do a lot better if we don't work under the assumption that fighters are getting hosed from jump.

That aside, I would really say it depends on how deadly missing a round is for the game. If losing in actions hurtz too much and the opposition already has higher level abilities you could be looking at a situation where any boss played right tactically could kill half the party just by saving its big guns for when it gets a free round.
The first rule of Fatclub. Don't Talk about Fatclub..
If you want a game modded right you have to mod it yourself.
User avatar
Juton
Duke
Posts: 1415
Joined: Mon Jan 04, 2010 3:08 pm
Location: Ontario, Canada

Post by Juton »

I'm not sure it would be much of an improvement. Most of my sessions go something like popcorn-popcorn-equal CR enemy-popcorn-boss monster, this system would be good for the Boss but incredibly tedious or lopsided for the popcorn.
Vnonymous
Knight
Posts: 392
Joined: Fri May 08, 2009 4:11 am

Post by Vnonymous »

Players and monsters should have exactly one way to increase their "initiative" and that is to level up/CR up. Anything else and you are asling for trouble.
User avatar
Josh_Kablack
King
Posts: 5317
Joined: Fri Mar 07, 2008 7:54 pm
Location: Online. duh

Post by Josh_Kablack »

Probably a bad idea.

I know I'm generally a HERO evangelist, but dangit, the SPD Chart is confusing to new players and adds complexity in multiple phases* of the game while also requiring an atrocious amount of MC supervision to keep the action economy balanced. For this cost you get the ability for some characters to act slightly more or less frequently than others.

In all of the Champions games I have seen, anytime the normal XP system is used, a majority of players spend a majority of their XP on improving their SPD to go more often. This is partially because it is a big tactical advantage to act more frequently than the opposition (allowing perfect kiting, or super srping attack, or just limiting opponent's chances for ranged fire) but the bigger deal in a tactically complex rules-heavy system (aka HERO or D&D) is that a higher SPD actually gets you THE PLAYER more screen time.

Consider a scenario where each of the five players in the game takes 2 minutes to resolve their turn, and MC takes 1 minute to resolve the turn of each of 5 monsters and after 5 total rounds (25 PC actions) the fight is over. In D&D round-robin initiative that means each player waits 13 minutes from one turn to the next. In a Champs game where the monsters and 3 of the PCs are SPD 5, but one PC is a SPD 4 brick and one PC is SPD 6 speedster, that means the brick is stuck with a 15 minute wait time between his phase 3 and phase 6 actions, and totally shafted by the 26 minute wait between his phase 9 action and the phase 12 action that comes just after the PCs have already won, while the speedster gets to enjoy a mere 2-minute realtime lag between his phase 6 and phase 8 actions. That's what a mere +/- action does to spotlight time and waiting for your turn when 5 actions / turn is the standard. In games where fewer actions per turn are the standard, or in games where the variance can be bigger, the differences are more extreme, so you can pretty much expect players to always max their actions to whatever the cap is. The only exception to this will be when PCs try to min/max by gaining actions from non-initiative effects - such as summoning, dam/time effects, or triggered interrupts. (and yes I have seen all of those built into Champs characters)

Now with that sort of player incentive inherent in any such a system, and additional time tracking complexity required, you need to ask yourself what you would gain by implementing it in D&D, and whether that gain would be worth it?




*pun intended
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
Swordslinger
Knight-Baron
Posts: 953
Joined: Thu Jan 06, 2011 12:30 pm

Post by Swordslinger »

Essentials tries to do this with many solo monsters who get an extra action at their init count +10 or something like that.

It's something you could maybe do to PCs in a single class system like Essentials where you can have one class that attacks a lot but with low damage attacks. However, there is much potential for that to get broken fast (see original 4E ranger and multi-attacks).

As far as 3E goes, this would be crazy stupid to do.

Also generally speaking, the initiative pass system in SR4 was very clunky, mostly because it was hard to figure out how or when people actually took their movement.
CCarter
Knight
Posts: 454
Joined: Fri Jun 11, 2010 10:41 pm

Post by CCarter »

I'm not 100% against having different attack phases, but I haven't seen any perfect implementations of this. Ideally I'd use it to try to create multiple types of attacking style...i.e. characters who can attack multiple times for piddly damage or once for alot of damage. Its difficult to do since unless the cost of an extra attack is somehow costed as directly proportional to its damage the system breaks.

One problem I could see happening with it tied into level-advancement is that it leads to inflation in attacks per round, so that the 20th level combat against hordes of 10th level mooks becomes infinitely more painful than the same combat at lower levels.
User avatar
Murtak
Duke
Posts: 1577
Joined: Fri Mar 07, 2008 7:54 pm

Post by Murtak »

You might want to think about just shifting any extra actions/attacks from haste/speed weapons/spells and so on into their own initiative pass(es). Handing out passes by character level or the likes will just end up in noticeable power bumps at those levels, which is probably not desirable. But spreading your actions out over a longer timeframe, with others getting to act in between, might be worthwhile. It also allows you introduce abilities like this:

Hydra Strike
Make a single attack as a full-round action. You get an additional attack in the next four initiative passes.

Aimed Shot
Move action. Name an opponent. You get an extra attack on that opponent on the next initiative pass. Your next attack against that opponent deals extra damage equal to your base damage for each move action you expend on aiming. You lose this bonus if you move.

Delay
Free action. Take your entire action on the next initiative pass.

In short, you get additional ways to shape the flow of combat and you get to break up turns into mini-turns, which might be beneficial in a rocket-tag game like DnD. You might also be able to insert it into DnD with minimal alterations to existing content and abilities - and I can't see that happening with just handing out extra passes to do more stuff in. That will probably just lead to more extremely onesided fights.
Murtak
Post Reply