Previously backed this creator's crowdfunding project
Engaged with this project 20+ times 🌟
I like the idea of how this game deals with what order the players take their turns in combat: It's not based on Initiative rolls like in D&D. Instead the players decide who goes when every round, with enemies going in between turns. This is apparently working quite well in testing, supporting cooperation between players, making the players keep focused on what's happening in the game(not only on their own turns), and making it possible for them to be a lot more tactical. It seems this will also avoid a lot of problems with fixed initiative orders, like having to rethink your plan or fall back to your standard action because the other player did something unexpected, or not being able to do something very cool or very necessary just because you're at the wrong place in the queue. These are small annoyances that are just so insanely common in D&D, that they build up to an actually big problem in the game design. (And a big reason why there are many homebrew initiative rules out there.) At a glance it might seem like this could make rounds take longer, but there's a lot of talking and planning during combat encounter rounds in D&D as well. It just leads nowhere way too often. While as with this system, that same amount of planning can immediately be put into action. I think this system sounds great, and I'm really looking forward to seeing the finalized rules for it! :)