[sblock=ooc - since everyone else has one!]Richard is boggled by the amount of OOC and stands helplessly...
Oh, no wait, that's me!
RICHARD actually goes first, and I'm really sorry that I missed a day (and will miss tomorrow as well, so I'll try to make today count.)
SO, first off I agree that block rolls speed things up immensely and I use them (kinda) in my currently running 3.5 game. Players roll their Attack and Damage, Skill checks and whatever other dice needed ahead of time, but only right before their initiative comes up, so as not to take away possibilities - you may think you know what your fighter is doing until the Sorcerors' chain-lightning suddenly reduces the battlefield from 18 to 4 enemies one of which is suddenly glowing a sickly green...
I like the compromise option, rolling your provokes and ST's, when you can anticipate them, to speed things along, but otherwise going in order of initiative (even when that means the idiot already a full day behind post time is wasting all his time making OOC's... erm, To Combat!)
~ btw, regardless of Metagame-acquired knowledge, I'll run Richard IC ~
He would like to drop his (loaded) crossbow and draw his bastardsword as he
Charges the beastie. I'm assuming 10' Squares? Richard can just make it due to Med Armor Optimization and much of his 'arsenal' being carried on his horse while on the road.
I will post both 'allowed to' and 'not allowed' posts and the DM can run it from there. [/sblock][sblock=Allowed to Charge]Richard is
charging forward before he even fully realizes how terrible the situation truly is, reacting out of instinct.
He roars his challenge even as he drops his crossbow and sprints towards the creature chewing on Karl's limp form. Reaching behind him, he unsheathes his bastardsword and swings with both hands in the desperate attempt to save his new companion...
The blow is mighty and is delivered at a critical juncture of the insectoid's armor plated body, but will it be enough?
I'll toss WotC some props for their
http://www.wizards.com/dnd/dice/dice.htmp
[sblock=Crunchy Bits: ]To Hit +8, Damage d10+3 (Using both hands), Charging +2 To Hit, +4/-4 Power Attack:
To Hit +8 +2 -4 = +6
Roll(1d20)+6:
20,+6
Total:26
Wow!
Critical Confirm Roll:
Roll(1d20)+6:
18,+6
Total:24
Double Wow!
Damage d10+3 +4 = d10+7
Roll(1d10)+7:
10,+7
Total:17
Cool!
Confirmed Critical Damage:
Roll(1d10)+7:
7,+7
Total:14
Total Damage: 31 !!![/sblock][/sblock][sblock=Not Allowed to Charge]Richard never pauses, firing his Crossbow [sblock=crunchy bits](Wish I could use same attack rolls!
Hey - I don't want to waste a friggin 20!)
Roll(1d20)+6:
9,+6
Total:15
*sigh*
Roll(1d10)+0:
6,+0
Total:6 ... not nearly as impressive
... and probably disasterous considering the metagame OOC's
[/sblock] then he drops the weapon and begins to run forward, screaming at the beast as he brings out his bastardsword.[/sblock]