All About Initiative - Part 1

impairment prove character first distribute resolving establishes battle idea keeps number other healing friends key say 1 6 also architect armor concepts counting benefit 138 139 seconds individual inc 133 yet 137 regular co appropriate prop results her shares pad basics handle use century attack skip exist determines none 3rd sense master will very dragon companies he take many surprise subsequent jot usually grace fine find paper what are loot great inch affects you next keep acts refer flat leave pick valuable art how page up see person throw however decreases resolved indeed break handbook slows long instance until here board because whom dispels thumb everybody among negotiations preparing whenever combat changing of particularly miss someone uses several system on delays still only ghoul ability deciding suggestion come two perceive confusing one completely easily allow relative listen free uncanny due remains his happens both opportunity it begins marked nerull once isn examines for if swift merely quickly tension takes in spell make establishing being foe effect 160 such surprises probably their tied introduction notice no which react spot opens penny deaths initially surprised feats out its entire don can erase checks trouble acted unconscious cannot proceeds bonus entails designer noticed foes option card grapple garden comes detail scramble dexterity offers entirely onto cards close with case then them busy treasure rules running improve they reasonably obstacles imminent by nevertheless achieve but advantages awareness encounter challenges speedy scores doesn pages appropriately smoothly before through attacks be would additional helpful seem groups clear monsters determine go cases everything been yourself all managing those write occurs happen act know writing dms author do years dm characters situations total relating devising start door stone others same necessary avoid marks than as everyone anything any affect there creatures at and that check an ac dungeon want magazine period losing past squares little done rights too just paralyzed potential between shall sometimes efficiently about saving time dry unaware player cycle rogues limited enough why finds especially started special subsidiary things worth releasing adventurers activities single order maintain trick starts separate dodge speed attacked identifying method these campaign guards overview trying useful reserved combatants danger presents repairing current include less evil unless sequence seven advantage party considerable exceptions chief arises noticing improved again goes information base growing receive ready follows biggest should action improving sure deal place turns combination zombie noted referring sage prepare practical difficulties coming jotting writes judgment who fortunate back add finally mat possible look complete defeated chance consider depth may allows result each remain reaction begin good reset right williams best score modifier readies index arise outside fundamentals might somehow hasbro survives after meeting reference decides rule this constitutes pets roll end putters descriptions bad into discretion defeats call duration tasks combatant deer turn week three your the statistics paralysis often down requires must something makes tour considers rabbits remove simply 20 side 22 24 tie stop bonuses simple correct lose cover performs edition using represents over written more extraordinary assumed remember 10 dealt stops cat from well actions footed during highest foregoing cleric have so not longer guide times decrease freelance opponents another applies inaction fact record kitchen pass become surface starting game acting table large regulate effort meet least matter pose names coast 136 players simultaneously every part begun vinyl 2006 initial gets improvement typically delay situation rounds projects where casts manual term aware some set drop 1995 s complexity move old pcs small barbarians re though changes could wizards a gracespell skill series or specifically example monster menagerie we traps retain even second change t different has magic i class lowest while earlier strictly works d to despite activity standard cruel had achieved understanding unexplored ll way ends is farmhouse wife was few group determining involved follow hopelessly get ensues initiative when looking maintaining world round general