I find that turn-based initiative is a dissociated mechanic. That's why I dropped it from my game.
Oh, I didn't take it that way at all. It's nice of you to post as much though, and I hope I didn't come across as overly critical (that's what I was trying to say when I said I didn't want to push my contestation too far...). In any case, props to you for respectful internet dialogue.I started to send you a PM on this, but I thought it better out here in the open. You took me completely wrong, here. I didn't mean to imply that you were not a strong DM.
I agree wholly on this.I just meant that I believe the DM should be strong, whomever he is, whether it be me, you, or someone else. I believe that the DM is the "director" of the game. He calls the shots. He's the ref and the judge. He's the ultimate deity in his game.
Some DM's don't play this way. They become facilitators of the rules as printed. Those are the people that I'd call "weak" DMs because they do not exert their power on the game.
I see no reason to change the given rules, party configuration (spell caster with long range spells, bows, etc) and equipment can make up for it.
I have to argue with this - simultaneous action most certainly CAN be achieved, and what's more it is not at all a bad thing when it happens.OK, I'll bite. Since simultaneous action in an RPG can never really be obtained, what is it that you do in your games?
Seriously, how difficult can this be?
Lanefan
For things like this we roll to break the tie, but it comes up much less often than you might expect; in part because a caster in melee cannot cast at all in my game. Far more frequent (but still uncommon) are missile fire into resolving caster, or spells trying to resolve simultaneously that could disrupt each other.I'm not saying its impossible, because I've done it, but it is conceptually difficult to keep track of everything that is going on without pushing them to completion (and out of memory) one at a time. Instead you end up with a bunch of actions waiting on a mental stack, which, while as you point out is managable is still more complicated than not doing it. Also you can get into situations where you absolutely have to resolve ties, such as:
Fighter A announces an attack on Spellcaster B, who is in the same segment completing casting Hold Person, targeting the fighter.
Fighter A resolves a hit on Spellcaster B, doing 12 damage and disrupting the spell.
Spellcaster B completes his spell and paralyzes Fighter A, who fails his save.
But wait, Spellcaster B's spell could never have gone off, because it was disrupted by Fighter A's attack.
But wait, Fighter A couldn't have disrupted the spell because he was paralyzed preventing the attack in the first place.
I haven't found it so, given many years of use.Celebrim said:Situations like this mean that instead of simultanous actions, you are often simply getting into breaking up rounds into finer and finer gradients. Which, incidently you've already done by dividing the round up into segments. As I said earlier, this has the disadvantage of slowing the game down.
This would come down to initiative roll - does the Pally get there first or does the Ogre get by him and smoke the Wizard* - and comes up quite regularly. Keep in mind we re-roll initiative each round so there's no set turn order.Celebrim said:Also there are situations where simultaneous resolution raises questions of 'interrupts', which end up causing you to have solve on the fly equations like: "An Ogre at 15" distance with a base move of 12" charges a wizard. 6" away in a different direction, but 13" from the Ogre, a Paladin with the declared action of intercepting the Ogre and placing himself between the Ogre and the Wizard charges the Ogre simultaneously. Can the Paladin reach an intercept point in the Ogres path before the Ogre reaches the Wizard? Once there, what is his position relative to the Ogre, in front, behind, or beside it?"
For things like this we roll to break the tie, but it comes up much less often than you might expect; in part because a caster in melee cannot cast at all in my game. Far more frequent (but still uncommon) are missile fire into resolving caster, or spells trying to resolve simultaneously that could disrupt each other.
This would come down to initiative roll - does the Pally get there first or does the Ogre get by him and smoke the Wizard* - and comes up quite regularly.
if their initiatives were the same I'd let the Pally swing at the Ogre as it went by, and give the Ogre a choice (more likely a random roll, Ogres not being known for their smarts) whether it went for the Wizard or stopped to engage the Paladin.