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<blockquote data-quote="Ilbranteloth" data-source="post: 7466412" data-attributes="member: 6778044"><p>I agree, I don't think I've seen this particular chain. But the initiative/turn system is what makes any chain like that possible, so I've seen others.</p><p></p><p>There will always be times that rules discussions come up, and we generally make a quick decision and move on. If necessary we'll address it after the session, and if future rulings are different than the one on the fly, so be it.</p><p></p><p>What we don't have is discussions about initiative and turn order, because we don't use it. Instead, if there are circumstances where we need to know whose action resolves first, we have an opposed initiative check between the relevant creatures. So in this particular scenario, say the fighter was going to attack one of the other goblins, and after the cleric's attack, the goblin decided it was going to try to wake up that goblin. The goblin and the fighter would have an opposed initiative check to see which happens first. Movement isn't tied to your turn, so creatures that are moving are doing so throughout the course of the round. Stuff happens in what we agree is logical based on timing, and in most cases, like two combatants trading blows, it doesn't matter who hits first.</p><p></p><p></p><p></p><p>I understand what you're saying, but they weren't at risk of opportunity attacks, they could have readied their actions until one of the characters with an initiative turn after the goblins used their action, etc. But again, that's designing your actions in combat around the goblin's initiative count, which doesn't really exist within the fiction. It's representative of the order that actions take in the fiction, but that's different. Again, I don't have any issues with how the combat itself played out in your post, it sounds pretty cool. Just a few points that I find a bit wonky in the mechanics, which is primarily the goblin waking chain, although with only three of them it's not really pushing my suspension of disbelief much, and ultimately I just think that the combat system could be designed better to avoid such things. No complaints about how you handled it, just the design of the game.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7466412, member: 6778044"] I agree, I don't think I've seen this particular chain. But the initiative/turn system is what makes any chain like that possible, so I've seen others. There will always be times that rules discussions come up, and we generally make a quick decision and move on. If necessary we'll address it after the session, and if future rulings are different than the one on the fly, so be it. What we don't have is discussions about initiative and turn order, because we don't use it. Instead, if there are circumstances where we need to know whose action resolves first, we have an opposed initiative check between the relevant creatures. So in this particular scenario, say the fighter was going to attack one of the other goblins, and after the cleric's attack, the goblin decided it was going to try to wake up that goblin. The goblin and the fighter would have an opposed initiative check to see which happens first. Movement isn't tied to your turn, so creatures that are moving are doing so throughout the course of the round. Stuff happens in what we agree is logical based on timing, and in most cases, like two combatants trading blows, it doesn't matter who hits first. I understand what you're saying, but they weren't at risk of opportunity attacks, they could have readied their actions until one of the characters with an initiative turn after the goblins used their action, etc. But again, that's designing your actions in combat around the goblin's initiative count, which doesn't really exist within the fiction. It's representative of the order that actions take in the fiction, but that's different. Again, I don't have any issues with how the combat itself played out in your post, it sounds pretty cool. Just a few points that I find a bit wonky in the mechanics, which is primarily the goblin waking chain, although with only three of them it's not really pushing my suspension of disbelief much, and ultimately I just think that the combat system could be designed better to avoid such things. No complaints about how you handled it, just the design of the game. [/QUOTE]
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