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Old 03-23-2024, 01:31 PM   #11
Shostak
 
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Default Re: How would the game break if one used a "single initiative" system?

One good thing about the RAW dynamic adjDX action order is that it creates meaningful choices. If, for instance, you have a high-DX fencer who wants to aim a shrewd thrust for higher damage, he must suffer a DX penalty that could well allow the enemy to strike first.
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Old 03-23-2024, 10:47 PM   #12
Bill_in_IN
 
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Default Re: How would the game break if one used a "single initiative" system?

Quote:
Originally Posted by Shostak View Post
One good thing about the RAW dynamic adjDX action order is that it creates meaningful choices. If, for instance, you have a high-DX fencer who wants to aim a shrewd thrust for higher damage, he must suffer a DX penalty that could well allow the enemy to strike first.
I concur. I really don't have any problems with RAW when it comes to action order. The choices available create their own randomness in the action phase.
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Old 03-26-2024, 08:44 PM   #13
larsdangly
 
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Default Re: How would the game break if one used a "single initiative" system?

Probably the best thing about playing TFT RAW is that you are presented with a lot of situational choices that influence outcomes pretty strongly, so there is definitely a skill to playing well. Combine that with the generally balanced power level of the game, and high degree of vulnerability everyone/thing has, and it means your success or failure depends more on you and less on some brute force advantage your character's stats or equipment might provide. A lot of the ways you might imagine changing game tend to dilute that strength, I think.
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