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General Tabletop Discussion
*Dungeons & Dragons
Avoiding Initiative
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<blockquote data-quote="Ilbranteloth" data-source="post: 7415515" data-attributes="member: 6778044"><p>That was exactly one of the things that we wanted to eliminate too. I just didn't see any reason to set an order for declarations. One of the main benefits of the approach is that the players can coordinate better, since turn order isn't a thing. By setting an order of declaration, those that declare first don't have any reference to what the others are doing. In other words, you're shifting the turn order from the action to the declaration phase. </p><p></p><p>If you want to go in a particular order to make it easier for you, I'd recommend just going around the table, and let the players decide the order based on where they sit (and tell them explicitly). I'd also recommend giving them a short amount of time (20-30 seconds max) to work together to develop their strategies before you go through your declaration phase.</p><p></p><p>I prefer to not have a formal "declaration phase" even though we obviously have to have one. For us, combat flows the same way as the rest of the game, it's just more intense. So I'd recommend you stick with it, and find the parts that are getting in the way and address those, rather than just go back to standard initiative. </p><p></p><p>PS - I also have a fully detailed variation of "Greyhawk" (Mearles) Initiative. It's posted elsewhere on the site, with two variations. That worked really well, but in the end we prefer the no initiative thing because it's simpler and it doesn't alter the flow of the game.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7415515, member: 6778044"] That was exactly one of the things that we wanted to eliminate too. I just didn't see any reason to set an order for declarations. One of the main benefits of the approach is that the players can coordinate better, since turn order isn't a thing. By setting an order of declaration, those that declare first don't have any reference to what the others are doing. In other words, you're shifting the turn order from the action to the declaration phase. If you want to go in a particular order to make it easier for you, I'd recommend just going around the table, and let the players decide the order based on where they sit (and tell them explicitly). I'd also recommend giving them a short amount of time (20-30 seconds max) to work together to develop their strategies before you go through your declaration phase. I prefer to not have a formal "declaration phase" even though we obviously have to have one. For us, combat flows the same way as the rest of the game, it's just more intense. So I'd recommend you stick with it, and find the parts that are getting in the way and address those, rather than just go back to standard initiative. PS - I also have a fully detailed variation of "Greyhawk" (Mearles) Initiative. It's posted elsewhere on the site, with two variations. That worked really well, but in the end we prefer the no initiative thing because it's simpler and it doesn't alter the flow of the game. [/QUOTE]
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