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<blockquote data-quote="The_Universe" data-source="post: 2228039" data-attributes="member: 8944"><p>The fact that you have to pass through everyone thrice every round - 1x for initiative, 1x to declare actions, and 1x to actually do them, which (incidentally) may result in them re-declaring actions (a fourth pass), since what's happened in combat by the time it gets to them will likely have invalidated their initial declaration. Rolling ahead of time is fine and dandy - as long as you completely trust your players, but that's really the only actual time saver I see. </p><p> </p><p>Jeremiah's point in particlar is valid - if you're comparing say, 10th level combat to 17th level combat (or 1st level combat to 6th, etc.), you're really getting apples and oranges - everyone has more actions to declare in the higher level combats, more stuff to roll, etc. Totals are going to be higher, harder to add, etc. as you go up in level (also a time suck). </p><p> </p><p>A "regular" combat at 1st level vs. your system is going to be noticeably speedier - in fact, a regular combat where everyone is paying a reasonable amount of attention and is ready to declare actions when their initiative order comes up (just one pass, unless you're still rolling initiative every round - then it's 2) is going to be immensely speedier than having to check every person in the group 3-4 times before the round is over, no matter what level you are.</p><p> </p><p>I think you've got some good ideas, and the aesthetics of what you're trying to do are completely valid - they're just not terribly practical in every case, and definitely not speedy.</p><p> </p><p>EDIT: We've tried running combat a number of ways throughout the life of KoA, and settled into the current one after a lot of trial and error - including trials that very much resemble what you've proposed. We stuck to this one because it's about as fast as it can be (though it could be faster if people were paying attention to the battle at large, and READY to to declare on their order). </p><p> </p><p>Secondarily, try imagining what this would be like with more than a couple of enemies at a time. Say a 5th level party vs. 8-12 orcs (a reasonably balanced combat). You're going to be declaring actions for all 12 of those orcs in the same fashion your PCs are (3-4 passes for all 12), which is going to slow things down even more. You *could* treat the orcs as a single strategic unit, but that puts the players at an immense disadvantage, since the orcs get to coordinate as if they have a hive-mind, but the players have to *guess* what the person next to them will do (rather than react fluidly, as is more generally the case).</p></blockquote><p></p>
[QUOTE="The_Universe, post: 2228039, member: 8944"] The fact that you have to pass through everyone thrice every round - 1x for initiative, 1x to declare actions, and 1x to actually do them, which (incidentally) may result in them re-declaring actions (a fourth pass), since what's happened in combat by the time it gets to them will likely have invalidated their initial declaration. Rolling ahead of time is fine and dandy - as long as you completely trust your players, but that's really the only actual time saver I see. Jeremiah's point in particlar is valid - if you're comparing say, 10th level combat to 17th level combat (or 1st level combat to 6th, etc.), you're really getting apples and oranges - everyone has more actions to declare in the higher level combats, more stuff to roll, etc. Totals are going to be higher, harder to add, etc. as you go up in level (also a time suck). A "regular" combat at 1st level vs. your system is going to be noticeably speedier - in fact, a regular combat where everyone is paying a reasonable amount of attention and is ready to declare actions when their initiative order comes up (just one pass, unless you're still rolling initiative every round - then it's 2) is going to be immensely speedier than having to check every person in the group 3-4 times before the round is over, no matter what level you are. I think you've got some good ideas, and the aesthetics of what you're trying to do are completely valid - they're just not terribly practical in every case, and definitely not speedy. EDIT: We've tried running combat a number of ways throughout the life of KoA, and settled into the current one after a lot of trial and error - including trials that very much resemble what you've proposed. We stuck to this one because it's about as fast as it can be (though it could be faster if people were paying attention to the battle at large, and READY to to declare on their order). Secondarily, try imagining what this would be like with more than a couple of enemies at a time. Say a 5th level party vs. 8-12 orcs (a reasonably balanced combat). You're going to be declaring actions for all 12 of those orcs in the same fashion your PCs are (3-4 passes for all 12), which is going to slow things down even more. You *could* treat the orcs as a single strategic unit, but that puts the players at an immense disadvantage, since the orcs get to coordinate as if they have a hive-mind, but the players have to *guess* what the person next to them will do (rather than react fluidly, as is more generally the case). [/QUOTE]
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