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General Tabletop Discussion
*Dungeons & Dragons
A Thought on Turn-Based Movement
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<blockquote data-quote="LostSoul" data-source="post: 6092976" data-attributes="member: 386"><p>As far as I understand dissociated mechanics, it's where you make a decision as a player that your character cannot. Since characters don't stand around waiting for other characters to take their turns during a round, players should not be making decisions based on the information that you have after someone else has taken their turn. That is: if a character is going to turn and run, you shouldn't be making your PC's decisions based on the fact that your opponent is now 120'+ away; you should make your decision based on the fact that they've turned to run.</p><p></p><p>So what I do is to have players (including the DM, for NPCs) declare what their characters are doing for the round at the same time - in the beginning. Once all actions are set we roll to resolve them. Very simple. </p><p></p><p>Who goes first is a function of success: if you need to shoot/stab a guy who's running around a corner, and you miss, he probably ducked around the corner before you could shoot him/lunge at him. In situations like that I add a +2/+5 modifier to AC based on any advantages the target has.</p><p></p><p>I could include initiative checks - to resolve those instances when who has the jump on whom really matters - but I don't; I find that it's an extra roll that doesn't really add much, and I like the chaos that comes from simultaneous resolution of actions.</p><p></p><p>edit: This is what I'd do for the two situations that Celebrim outlined:</p><p></p><p>1. Hold Person vs. Fighter: The fighter would hit and then he'd be paralysed. I'd give the fighter a bonus to his Saving Throw ("The target's (the fighter) action grants it and advantage" for +2; maybe "If that advantage is overwhelming" for +5) which represents the chance that he can disrupt the spell before it goes off; but since he failed the save, he stabbed the magic-user just before the spell took hold.</p><p></p><p>2. Ogre, Paladin, and Wizard: A little trickier. If the Paladin can <em>clearly</em> intercept the ogre, then I'd say that the ogre will have to go around the paladin (and thus can't charge). If the paladin clearly can't block the ogre, then too bad for the Paladin - that action is not valid. In the (large) middle, the paladin might get there in time, and I'd represent that as a bonus to the wizard's AC against the ogre's attack.* In this case, a +2; if the ogre was slower and/or the paladin a little closer, then I'd grant a +5. (That would be "Your (the ogre's) action is difficult to accomplish" for +2 and "If that difficulty is overwhelming" for +5.)</p><p></p><p>Even trickier: if the paladin decides to trip or tackle the ogre, succeeds, and the ogre succeeds on his attack even given the increase to the wizard's AC. What happened there? Sounds like the ogre was tripped/tackled but got up and smacked the wizard. </p><p></p><p>The conceit is that you can't stop another character's valid action with one of your own, generally speaking; there's room for interpretation, but if you can do it, then you can do it. And I think we'd agree that the ogre has a <em>chance</em> to hit the wizard even if the paladin tries to get in the way.</p><p></p><p>* This is where an extra initiative check might come in handy, but oh well. I want to have just one roll.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6092976, member: 386"] As far as I understand dissociated mechanics, it's where you make a decision as a player that your character cannot. Since characters don't stand around waiting for other characters to take their turns during a round, players should not be making decisions based on the information that you have after someone else has taken their turn. That is: if a character is going to turn and run, you shouldn't be making your PC's decisions based on the fact that your opponent is now 120'+ away; you should make your decision based on the fact that they've turned to run. So what I do is to have players (including the DM, for NPCs) declare what their characters are doing for the round at the same time - in the beginning. Once all actions are set we roll to resolve them. Very simple. Who goes first is a function of success: if you need to shoot/stab a guy who's running around a corner, and you miss, he probably ducked around the corner before you could shoot him/lunge at him. In situations like that I add a +2/+5 modifier to AC based on any advantages the target has. I could include initiative checks - to resolve those instances when who has the jump on whom really matters - but I don't; I find that it's an extra roll that doesn't really add much, and I like the chaos that comes from simultaneous resolution of actions. edit: This is what I'd do for the two situations that Celebrim outlined: 1. Hold Person vs. Fighter: The fighter would hit and then he'd be paralysed. I'd give the fighter a bonus to his Saving Throw ("The target's (the fighter) action grants it and advantage" for +2; maybe "If that advantage is overwhelming" for +5) which represents the chance that he can disrupt the spell before it goes off; but since he failed the save, he stabbed the magic-user just before the spell took hold. 2. Ogre, Paladin, and Wizard: A little trickier. If the Paladin can [i]clearly[/i] intercept the ogre, then I'd say that the ogre will have to go around the paladin (and thus can't charge). If the paladin clearly can't block the ogre, then too bad for the Paladin - that action is not valid. In the (large) middle, the paladin might get there in time, and I'd represent that as a bonus to the wizard's AC against the ogre's attack.* In this case, a +2; if the ogre was slower and/or the paladin a little closer, then I'd grant a +5. (That would be "Your (the ogre's) action is difficult to accomplish" for +2 and "If that difficulty is overwhelming" for +5.) Even trickier: if the paladin decides to trip or tackle the ogre, succeeds, and the ogre succeeds on his attack even given the increase to the wizard's AC. What happened there? Sounds like the ogre was tripped/tackled but got up and smacked the wizard. The conceit is that you can't stop another character's valid action with one of your own, generally speaking; there's room for interpretation, but if you can do it, then you can do it. And I think we'd agree that the ogre has a [i]chance[/i] to hit the wizard even if the paladin tries to get in the way. * This is where an extra initiative check might come in handy, but oh well. I want to have just one roll. [/QUOTE]
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