DamnIAmPretty
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I usually drop Attacks of Opportunity and never use them. They tend to slow most of my games down... I didn't eliminate the concept entirely, instead I allow players to opt for the ability to make such attacks by taking Combat Reflexes. Otherwise, their character would never get to make them.
Ever since, few or no players in the various games I've run with the rule ever take the feat anyway. It speeds things up nicely, because it allows players to move on the battlefield with more fluidity, allowing them to properly outflank bad guys or it lets me get a nice drop on them and get a bad guy to get away without much rules stopping me.
joela
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From time to time we did not role initiative back when I was DMing. Battle would break out, one person would say what they do, then the next and it just goes on from there. It was not always like this, and we sometimes rolled initiative on the second or third round.
We've used the deck of card systems from the Savage Worlds rpg. Basically, everyone gets a card at the beginning of each round with initiative determined by the number and suite on said card. Moves fast.