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You might be thinking of this one: viewtopic.php?f=38&t=2787lucasdp wrote:First, this may have been discussed before, but I couldn't find the thread. Feel free to link me to it if it's out there.
I came up with something like that: viewtopic.php?f=38&t=3256 This gives each monster their own initiative, it's a nice way to give them more character and make the weaker ones stronger in a different way but your way is simpler. I was going to try it in my pbp game but decided against it for the moment because it seems a bit too far removed from standard HQ and hard to balance. I'm thinking of trying it with a written in story to go with it and seeing how it goes.knightkrawler wrote:To play the game with a tactical twist, implement individual villain turns in between hero turns. To be precise, after a hero has taken their entire turn (including a passed turn where the hero does neither move nor take an action), Morcar takes one complete turn with one villain. During a round, each villain may of course only take one turn. Thus, the turn order might look like this: Warrior – Ork 1 – Wizard – Guardian 3 – Adept – Guardian 1 – Sojourner – Wight 2 – Orc 5 – Goblin 4 and so on. Use the villains' base inscriptions and the Villain Tracker to keep up. A round and Morcar's turn end with the end of the last of the villains' turn.
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Gold Bearer wrote: hard to balance


Gold Bearer wrote:We always did it so the hero players decided before a quest what order they were going to take their turns in and then stuck with the for the quest.
cynthialee wrote:We go clockwise of the EWP regardless of seating. So it behooves the party to put the wizard at the last seat.



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