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Or just another lame 5e clone?
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>>97488189
>>97488214
The duality of men.
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>>97488179
I've played it at a convention, here is my take
how it differs from 5e, the good
>no HP bloat
how is it like 5e, the so-so
>paper buttons powers
how is it dogshit, the ugly
>the initiative system
I'm absolutely lost why go this way, I also tried Forbidden Lands, and its initiative system differs in a way that you only draw once at start of battle
It just works.
Why did they insist on drawing every round with Dragonbane is beyond me.
easily houseruled though
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>>97488179
>5e clone?
Is this bait? Have I been baited?
>>97488249
>>97488508
Is it really that horrific? It takes 15 seconds to shuffle and hand out cards to everyone. (I'm playing it with friends at the table, not sure how it works at VTT)
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>>97493360
This guy >>97493532 is mostly right. The mechanic isn't bad by itself. What makes it awful is that eventually, you get to the point where the card dealing takes more time than your moves - as in moves of the entire party
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>>97494507
look if you find it's not a big deal to
>everybody give me your cards!
>hey! hey! Jack! your card!
>go around the table taking their cards
>shuffle cards
>everyone take your card!
>go around the table letting people pick their cards
>Sharon is about to take a card but then pauses and takes another
>Pete, Pete, your card!
>Pete stops talking to someone else and picks a card
>now 1 goes
>... no 1?
>now 2 goes
>... no 2?
>everyone put your cards so I can see them
every single round, then hey it's your lifeyes, it's an exaggeration, still there is no reason to do it every single round
>inb4 just let the DM quickly deal the cards
I don't like it, it's like having the DM roll for attack
look if it works at your table, it works at your table
I personally think it's as close as it gets to "objectively" bad design
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>>97494762
One persona gives the cards to everyone (The GM) and one player picks them up. It takes literal seconds, how on earth are your friends this level of retarded.
Hell, we even have time to talk strategy if we want to switch initiative among us.
>I don't like it, it's like having the DM roll for attack
Is nothing like that. Its closer to playing poker and the GM is the croupier.
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>>97495071
That's kinda retarded. Just swipe Savage Worlds deck based initiative. Gets the job done in a similar vein without having a small deck for multiple draws without shuffling and a standard playing card deck fills the role instead of having to cobble together a smaller deck.
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>>97495385
>Holy shit
like holy shit anon
I said it was an exaggeration
I literally typed it out
sure you can make it faster, like taking the picks away from the players and just let the DM be a "croupier" (which is a bad style btw)
but then why not just deal once at the start of combat?
what does shuffling initiative achieve? the players can already swap initiative each round, why go through the whole process?
it's not only pointless it's retarded because you are increasing the chances of someone taking two go's in a row (been last now first).
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The rulebook that didn't come with the cards just suggested people could roll a d10.
In which case it's exacgtly like D&D 2E except there is a chance of combatants acting at the same time.
Rather than a limited number of possibilities shown on the cards. Which favoured some numbers I think.
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>>97495496
>what does shuffling initiative achieve? the players can already swap initiative each round, why go through the whole process?
Mostly because of the enemies, since you can only switch the initiative when its your turn. So the enemy can attack before or after changing a lot of the way the round resolves, do you burn you turn to defend? or do you take damage so that the enemies don't have a turn to defend? do you let your wizard go first? Or do you prefer the enemy to go first so you can pile on it later.
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I think he's right. It sounds fast on paper, but Fistful of Lead uses a similar initiative mechanic and it does feel like it takes longer than it should. It's purely a thing of human error but... Your players are human, some guys forget which card they have, some guys are distracted and don't notice a call for cards, some guys out taking a piss, shit can just happen outside your control and you're relying on a lot of people to operate efficiently, something they often fail to do because they're in "relaxed gaming" mode. You could definitely try to address the issue by running a tight ship but I'm seeing his point and I've personally seen it play out how he describes
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>>97495707
I think it depends a lot on if you have a focused group or a relaxed one. My group is usually focused, no phones or distractions during combat, except one player that's on the younger side and does get distracted (with his phone, obviously) but since its just him its not a big issue.
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>>97495496
>Jeeze anon, I put up a strawman example on purpose, calm down!
Either it is a problem for you because you and your group are dunderheads, or it isn't a problem and you're complaining about literally nothing. I've found that, while it does add a bit of complication when compared to rolling static initiative, it makes the combat more dynamic and in my games with a card based initiative, the players actually pay attention to what's going on better than in static initiative combat.
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>>97494762
>anon's table
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