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Avoiding Initiative
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<blockquote data-quote="HomegrownHydra" data-source="post: 7407783" data-attributes="member: 6775557"><p>I absolutely hate how at the moment things should be getting intense the game grinds to a halt to perform purely mechanical bookkeeping. It's even worse when the results don't make sense (such as a the first PC into a room with monsters going last because the player rolled poorly).</p><p></p><p>My approach has been to ditch initiative and stop treating combat as a distinct mini-game. I just describe the situation and if a player says that they attack then they make their attack. Then I ask what the other players do, and if they say they attack then they attack. I will mix in the opponents' attacks however I see fit, including sometimes having them attack first if it makes sense. Once everyone has acted, just repeat the same order for subsequent rounds like normal.</p><p></p><p>This approach is faster and more immersive. There is no distinction between combat and out-of-combat except for the limitation of only acting once per round. So you still need to track the order people get to act, but you can write that down as they declare their actions.</p></blockquote><p></p>
[QUOTE="HomegrownHydra, post: 7407783, member: 6775557"] I absolutely hate how at the moment things should be getting intense the game grinds to a halt to perform purely mechanical bookkeeping. It's even worse when the results don't make sense (such as a the first PC into a room with monsters going last because the player rolled poorly). My approach has been to ditch initiative and stop treating combat as a distinct mini-game. I just describe the situation and if a player says that they attack then they make their attack. Then I ask what the other players do, and if they say they attack then they attack. I will mix in the opponents' attacks however I see fit, including sometimes having them attack first if it makes sense. Once everyone has acted, just repeat the same order for subsequent rounds like normal. This approach is faster and more immersive. There is no distinction between combat and out-of-combat except for the limitation of only acting once per round. So you still need to track the order people get to act, but you can write that down as they declare their actions. [/QUOTE]
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