Deciding What to do Before Initiative is Rolled.

Did you use this rule?

  • Yes?

    Votes: 42 48.3%
  • No

    Votes: 45 51.7%


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We tried it after a while, never really liked it. Things often degenerated into.

DM: Ok, actions guys.
PC 1: I cast HASTE!
PC 2: Attack the ogre with my longsword.
PC 3: Shoot the ogre with my bow.
::All three roll initiative::
- a round of dice rolling later -
Ok, PC 3 critted the ogre with his bow, killing it. That meant PC 2 lost his action this round (since his target was dead) and then everyone got hasted.
 



We used it a very long time ago but ditched it for much the same sort of reasons as given by earlier examples: that by the time a stated action comes up it might make no sense. And given as 1e rounds were a minute long (we changed 'em to 30 seconds) that's ample time for someone to change her mind about what she's doing...except once you start casting a spell you're committed to finishing it (we still use casting times).

At worst, a change in action or target should incur a 1-segment init. penalty; and I'd argue even this is unrealistic.

I'd never thought of the pre-stated action as a way of limiting spellcaster power, though; yet several here have mentioned that it does/did. Can you elaborate, please?

Lanefan
 

We used it a very long time ago but ditched it for much the same sort of reasons as given by earlier examples: that by the time a stated action comes up it might make no sense. And given as 1e rounds were a minute long (we changed 'em to 30 seconds) that's ample time for someone to change her mind about what she's doing...except once you start casting a spell you're committed to finishing it (we still use casting times).

Yeah, those minute long rounds just turned the whole combat system into nonsense.
 



I'd never thought of the pre-stated action as a way of limiting spellcaster power, though; yet several here have mentioned that it does/did. Can you elaborate, please?
Two words: spell disruption. This was a combination of two factors.

First, the previously mentioned system of declaring actions before rolling initiative. This meant that a spellcaster usually will not be able to ensure that he will cast his spell before any of his opponents can act.

Second, the rule that an opponent who attacks and damages a spellcaster before he casts his spell disrupts the spell, causing the spellcaster to lose it without effect.

These two factors made spellcasting in combat a riskier and more uncertain proposition than it was in later editions, since there was always the chance that due to a bad initiative roll on your part, or good initiative rolls on the part of your enemies, your opponents will attack and damage you before you could act, causing you to waste both your action for the round and one of your spells for the day.
 

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