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E6 3.5 The Motley Crew
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==What does fixed initiative mean? where'd my AoO's go?== *What does this [initiative] mean? It means everyone gets to state what they intend to do each turn [using the standard descriptors], and higher initiative gets to play out their actions first after statements are made. Interrupts occur when actions happening would normally trigger an AoO. Everbody in this system gets one 'round' of action - there are no free attack's from AoO's. *So if I have a lower initiative than someone who drinks a potion next to me, I can take my turn as an interrupt to their action? Yes you could, but that is your 'attack' action for the round. You dont get to belt/trip/push/jump on them and then get an attack in later. *Does the interrupt still have to be a melee attack? And I won't get my turn on my normal Initiative score in that case? No and yes. You might bung a brick at them, yell abuse, fire off a quick spell or missile...but thats your attack for the round. It might feel odd, but it simplifies combat a lot [for me] and stops ogres from backing away endlessly with longspears. Mechanics wise, it'd be quite low level 3.5, along the lines of the E6 rules modifications, and stay within this framework for the length of the [forseeable] game... [for those unaware of E-6, it is basically a set of alterations to 3.5 so as to halt level progression at sixth level - further abilities learned through an expanded feats list bought from every 5k of extra xp ]. Resource poor due to setting and the general removal of high level characters and their opponents...so there's a lot less magic, but a lot less need for it. A definite need for social skills. Alchemy and healing skills become more important, and that +1 dagger becomes a handy find indeed.
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