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General Tabletop Discussion
*Dungeons & Dragons
5E and delaying your turn.
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<blockquote data-quote="TheDelphian" data-source="post: 8034357" data-attributes="member: 7022317"><p>first I am ok with the idea of delaying but there are reasons they axed it.</p><p></p><p>While true some people want to give their players choices but in my mind combat doe snot always give you options some chaos must reign and your initiative is one since it is based on a dice roll.</p><p></p><p>Analysis paralysis is worse for some than others, in some groups the tiny hick-up of delaying and rules needed to implement it would hardly be noticed in others, someone(s) in the group would waste a minute every round deciding what to do when you added delay as a choice. The game is written for a hundred thousand other groups not just for yours. And if you have to make a rule in how long you have to decide you are admitting it is an issue in my mind.</p><p></p><p>Simple is sometimes better but better is not satisfying every time. it just has to work most the time. </p><p></p><p>As far as familiars, companions etc. I let the player set the default. Either they roll init on their own, go right before or go right after. once set for that combat it is done. There are times when this is a tactical decision so I let it change each combat but most the time say 90% the player has a preference and it stays the same, this becomes the default or assumed choice, if they don't claim otherwise. As far as milking this to gain advantage or something else. I am like the previous poster that I ignore familiars etc in combat unless they become active in combat. I have run a game were the player and familiar often had to bargain/ debate when the familiar would act in combat, It was an Imp and knew it was fighting out of its weight class so was very careful in combat and scouting. </p><p></p><p>Just some thoughts.</p></blockquote><p></p>
[QUOTE="TheDelphian, post: 8034357, member: 7022317"] first I am ok with the idea of delaying but there are reasons they axed it. While true some people want to give their players choices but in my mind combat doe snot always give you options some chaos must reign and your initiative is one since it is based on a dice roll. Analysis paralysis is worse for some than others, in some groups the tiny hick-up of delaying and rules needed to implement it would hardly be noticed in others, someone(s) in the group would waste a minute every round deciding what to do when you added delay as a choice. The game is written for a hundred thousand other groups not just for yours. And if you have to make a rule in how long you have to decide you are admitting it is an issue in my mind. Simple is sometimes better but better is not satisfying every time. it just has to work most the time. As far as familiars, companions etc. I let the player set the default. Either they roll init on their own, go right before or go right after. once set for that combat it is done. There are times when this is a tactical decision so I let it change each combat but most the time say 90% the player has a preference and it stays the same, this becomes the default or assumed choice, if they don't claim otherwise. As far as milking this to gain advantage or something else. I am like the previous poster that I ignore familiars etc in combat unless they become active in combat. I have run a game were the player and familiar often had to bargain/ debate when the familiar would act in combat, It was an Imp and knew it was fighting out of its weight class so was very careful in combat and scouting. Just some thoughts. [/QUOTE]
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