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<blockquote data-quote="The_Universe" data-source="post: 2227630" data-attributes="member: 8944"><p>This is reasonably similar to how combat is *supposed* to work, but generally doesn't because it's simpy not terribly expedient, and it essentially prevents you from coordinating actions with other members of your party, unless you happen to be psychic in real life. </p><p></p><p>You've broken up 1 pass of "turns" into at least three seperate passes - it works, and it's exhaustively detailed - but it's also slow. </p><p></p><p>It's reasonably more realistic than how things happen in the game in general (which can be a good thing) but I've generally found attempting to do the above merely prevents coordination and encourages "lone gunning" and slows down the already not-blindingly-fast combat of D20. </p><p></p><p>Still, there's nothing wrong with the first part in particular - rolling initiative every round is a fine way to do things. It just takes time.</p></blockquote><p></p>
[QUOTE="The_Universe, post: 2227630, member: 8944"] This is reasonably similar to how combat is *supposed* to work, but generally doesn't because it's simpy not terribly expedient, and it essentially prevents you from coordinating actions with other members of your party, unless you happen to be psychic in real life. You've broken up 1 pass of "turns" into at least three seperate passes - it works, and it's exhaustively detailed - but it's also slow. It's reasonably more realistic than how things happen in the game in general (which can be a good thing) but I've generally found attempting to do the above merely prevents coordination and encourages "lone gunning" and slows down the already not-blindingly-fast combat of D20. Still, there's nothing wrong with the first part in particular - rolling initiative every round is a fine way to do things. It just takes time. [/QUOTE]
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