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General Tabletop Discussion
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5/30 Q&A: Charm, Chases, and Combat Free
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<blockquote data-quote="delericho" data-source="post: 6140390" data-attributes="member: 22424"><p>Okay, thanks for clarifying. In that case:</p><p></p><p></p><p></p><p>Two reasons. The first is that it's quicker to roll once than to reroll each round. The second is that doing so eliminated the particular artefact where a combatant might go last in one round and then first in the next, thus getting two turns one immediately after the other (and, of course, the reverse) - and although it does introduce some issues of its own, we found (and find) those less offensive than the ones that were removed.</p><p></p><p></p><p></p><p>As noted, that was the exact opposite of our experience. Indeed, back when 3e was new I had this <em>exact</em> conversation with a player who was adamant that this would be the case; we tried it once, and didn't look back. (Some years later, I learned that the guys at WotC had likewise had that discussion when Mr Tweet first introduced it, too.)</p><p></p><p></p><p></p><p>Eh, all game mechanics are, to at least a certain extent, artificial. Even the notion that every combatant should have a turn in every 6 second period is itself an artificial construct.</p><p></p><p></p><p></p><p>And, again, we found this to be the opposite. At the start of combat the DM makes a note on some paper, and then it's just a case of rolling around the sequence. (Or, even better, do what my 4e DM did, and have a set of cardboard 'hats' that he hung on his screen in order. If someone changes position in the order, change their position on the screen.)</p><p></p><p></p><p></p><p>See "artificial" above - my comment here would be basically the same.</p><p></p><p></p><p></p><p>Honestly, there should be enough of interest going on in combat, that the initiative system needn't carry the burden of being interesting in itself. It's very much a means to an end. At least, that's my take on it - better to get it over with and get on with the fun.</p><p></p><p>But YM..V, obviously.</p></blockquote><p></p>
[QUOTE="delericho, post: 6140390, member: 22424"] Okay, thanks for clarifying. In that case: Two reasons. The first is that it's quicker to roll once than to reroll each round. The second is that doing so eliminated the particular artefact where a combatant might go last in one round and then first in the next, thus getting two turns one immediately after the other (and, of course, the reverse) - and although it does introduce some issues of its own, we found (and find) those less offensive than the ones that were removed. As noted, that was the exact opposite of our experience. Indeed, back when 3e was new I had this [i]exact[/i] conversation with a player who was adamant that this would be the case; we tried it once, and didn't look back. (Some years later, I learned that the guys at WotC had likewise had that discussion when Mr Tweet first introduced it, too.) Eh, all game mechanics are, to at least a certain extent, artificial. Even the notion that every combatant should have a turn in every 6 second period is itself an artificial construct. And, again, we found this to be the opposite. At the start of combat the DM makes a note on some paper, and then it's just a case of rolling around the sequence. (Or, even better, do what my 4e DM did, and have a set of cardboard 'hats' that he hung on his screen in order. If someone changes position in the order, change their position on the screen.) See "artificial" above - my comment here would be basically the same. Honestly, there should be enough of interest going on in combat, that the initiative system needn't carry the burden of being interesting in itself. It's very much a means to an end. At least, that's my take on it - better to get it over with and get on with the fun. But YM..V, obviously. [/QUOTE]
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5/30 Q&A: Charm, Chases, and Combat Free
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