Thanee said:Some questions to those who like multiple rounds at a time better:
Do you use a battle map for combat?
Do players just give general guidelines instead of specific actions (as specific as exact squares to move into, and what kind of move action/standard action/full round action they are going to do) then?
I can see this kind of combat work well in a more narrative style, but if using the D&D combat, which is a bit more tactical after all, it doesn't sound like such a good idea to me (also see above).
Yeah, that certainly helps to be able to name the squares directly.Kajamba Lion said:I usually label each axis of the map with either letters or numbers (something I picked up from a few different DMs that I've played with online)...
In the current combat in my game, I really cannot see how most of the players could have stated their actions three rounds in advance. Sure, they could say something like "try to attack already damaged opponents and stay away from opponent X", but in the end it would be like I was controlling an NPC, coordinating actions between them, but then it would be my specific decisions not theirs, which I cannot really see as the point of it. They are the players' characters, after all, and the lack of control involved in stating actions in advance or in only a vague way would probably take away from the fun.and ask that the players give me some ideas as to what their PC's typical combat actions are (Is your cleric a fighter or healer first? Does your druid cast buffs on others before entering combat?). Most people will, if they're going to be detailed, break it down into move action/standard action/full round action. If everyone's on the same page, it usually works well. If not, I can certainly imagine it being less than satisfying for the players.
Thanee said:In the current combat in my game, I really cannot see how most of the players could have stated their actions three rounds in advance. Sure, they could say something like "try to attack already damaged opponents and stay away from opponent X", but in the end it would be like I was controlling an NPC, coordinating actions between them, but then it would be my specific decisions not theirs, which I cannot really see as the point of it. They are the players' characters, after all, and the lack of control involved in stating actions in advance or in only a vague way would probably take away from the fun.