Reading this make me think it's a lot of solutions looking for problems. Whatever works.
Rune said:Of course it doesn't need it. It's a stylistic choice. It sets an entirely different tone for combat than turn-by-turn (and, especially, cyclical) initiative does. Don't get me wrong. I loved cyclical initiative in 1999. It was a vast improvement. But I don't want the same things out of an RPG that I did back then.
Tried to propose this tonight and got a horrified look from the rules lawyer. The players in general were not too receptive I guess I'm the only one feeling the gears grinding as we switch into combat mode. We won't be trying it any time soon it seems.
Proposed this non-sequential initiative style to my (Fantasy Grounds) table last week, and after a media blitz where I outlined how I see it working (I plan on keeping the spirit of Hemlock's outline, but will be modifying it there and there), wrote up an exhaustively detailed example of how an initial round of combat my go - with screenshots, the excitement level has ramped up considerably. I myself - as DM - am really excited about trying this system. It really shines a light on alotta years of occasional frustration with D&D's sequential initiative. Frankly, sequential initiative is a really cruddy way to play a game like this. So many combat sessions with so many instances where, because we're trapped in this linear order-of-play; the fights play out in the most improbable and dysfunctional ways.
"Hey guys, check this out! I'm a Monk, right? And my Speed is 40'. See those orcs over there, 40' away? Watch this - I'm at the top of the initiative order, so I'm literally gonna run 40' at these guys, and they're all just gonna stand there, watch me come runnin' at 'em, and they ain't gonna do a damn thing. Not only that, I'm gonna beat the crap outta that first guy, and they're still just gonna stand there. It'z-awezome. Not only that, but my buddy the Fighter, and my other buddy the Rogue, they come 2nd and 3rd in the initiative order, so they're gonna feather 'em from here. Probly kill one or two of 'em. And those orcs, yunno what? They're STILL just gonna stand there. See; they just gotta wait until it's their turn, and hope they don't die before they get to attack. Heck, before they get to do anything they just gotta stand there. It's hilarious! I mean, it's crazy as hell, but let's maybe just pretend that they don't really just stand there. I guess we could pretend there's other stuff happening. Maybe they like - draw their weapons, and maybe there's actually a few seconds of them swinging at me and me dodging, or maybe we could say 'We got the drop on 'em!', stuff like that, just so it all doesn't sound bat-crazy; but it's all just fluff - it's really pretty much bat-
crazy, because at the end of the day... they just stood there until it was their turn. Make sense? Great, let's git 'em!"
What-the-WHAT?
Anyway, excited to try this out!![]()
That's cool. I've actually caught myself having my NPCs react to actions that PCs are making even though it's not the NPCs turn because it seems so unnatural that they would just stand there politely waiting their turn.
The difference between those two scenarios (emphasis mine) is that the former is strategy, and the latter is rules mastery.The reason "charge" sounds reasonable to me is that it maps very intuitively to something someone would actually do. I would be quite surprised if newbie roleplayers weren't about as likely as rule-hungry optimizers to declare a "charge"-type action..."He's out of reach, do you want to keep running?" I wouldn't do that....any more than I would suggest to players that they choose a more effective spell...
I would also say that rewarding forethought and mechanical precision is bad only to the extent that it's being rewarded in an unrealistic way which doesn't map to the game world. If you reward forethought in a way which maps to in-game forethought (Shadow Monk scouting ahead so the party can turn the upcoming ambush by three trolls, by exposing the Dex-y Rogue and Shadow Monk who both have Evasion so that the hidden wizard can pop out and Fireball the trolls by surprise once they've clumped up and the hidden fighter can Action Surge with his longbow and put down one of the trolls on the first round) then the game is both challenging and fun. Cyclic initiative requires the wrong kind of forethought; but I don't think letting the Barbarian keep running if his target moves ("charge") requires the wrong kind of forethought. I think that forethought can happen in-character.
Well, let's ignore friendly fire for now (a pet houserule of mine, not for everyone). And let's agree to disagree on the subject of declaring conditions vs. altering actions during resolution (different means to the same end). And let's agree to agree that melee attacks should get more leeway than ranged attacks. I'll rewrite those rules to be less controversial.It seems a bit complicated for my taste. I would just not allow complex conditions for ranged attacks like "if he's dead I'll shoot at someone else" the way I would for melee attacks. I wouldn't try to invent friendly fire rules like you are here. My intuition says you're going to pay more cost in complexity than the benefit you get in fun.
The difference between those two scenarios (emphasis mine) is that the former is strategy, and the latter is rules mastery.
For an optimizer, there's no reason to declare an attack rather than a charge in that situation. It's not even a decision; that player is never going to just say "attack" if "charge" is better.
A newer or more casual player, who doesn't know to do stuff like that, will be subtly less effective than the experienced player, and may not even know why. And it's not because the newbie isn't as smart as the optimizer, it's just because the optimizer understands the rules more deeply. I do not want a character's effectiveness to be determined by the player's knowledge of the rules. It's a barrier. I want to remove barriers.
But on the subject of overkill: You imply in this here quoted paragraph that a melee attacker can declare "if my target is dead, I'll attack someone else." Therefore, to anyone with the requisite rules mastery, melee overkill never happens. I don't know if I like that. Surely, if we're trying to make combat feel more chaotic, melee overkill should happen some of the time (?)
I can imagine the following situation:
(Two PCs are fighting against a mummy lord and a few zombies.)
DM: The zombies will attack you indiscriminately. What do you do?
Barbarian: Forget the zombies. I'll keep axing the mummy.
Fighter: You're right, we need to kill that bastard. I'll stab it with my sword.
DM: The mummy lord will attack the barbarian. Roll 'em.
(mummy lord has 8 hp remaining)
(Barbarian hits, rolls 12 damage)
(Fighter hits, rolls 10 damage)
(mummy lord loses initiative)
DM: You kill the mummy.
(zombies, unharmed, attack the PCs)
That feels like good game design to me, but I can't really explain why.
I'll put it this way: declaring conditional actions is a specific skill. Once the player has learned that skill, they are able to more efficiently use their resources, with declarations such as "move, then attack if possible, else dash" or "attack target A if possible, else attack target B." A lot of possibilities open up, but a player can't access them until they learn that skill. It's a bottleneck.I guess that's the difference between us--I don't see "charge" as rules-mastery at all. That kind of tactical hesitation (because you didn't think through enemy countermeasures and need to re-assess when something happens) happens in real life too until you learn to overcome it. That's part of where OODA loops come from. In fact, it's so well-known that it's a military axiom: "surprise is an event that occurs in the mind of the commander."
In this ruleset, turns and rounds are synonymous. Every turn takes the whole round. E.g. if you can sneak attack once per turn, you can now also only sneak attack once per round, because the turn is a round. A target which takes damage from fire at the beginning of each turn takes it at the beginning of the round, before (1) Declaration Phase. If a monk does a Stunning Strike, the target is stunned until the end of the following round. Etc.
Note: this tends to make Stunning Strike and similar spells slightly more powerful in conjunction with a high initiative--the target can potentially miss two sets of attacks instead of one, if Stunning Strike happens before the target gets its initial attack off. This is by intentional, because it's better than the alternative (making Stunning Strike useless unless you roll high on initiative) and it's also simpler.
[This] cleans up a lot of nonsense in the rules. E.g. Evard's Black Tentacles no longer gives a Necromancer back more HP when cast on 8 goblins than Fireball IV does. They both give back 8 HP, instead of Fireball IV giving back 8 and Evard's Black Tentacles giving back 64 because the damage happens on each goblin's turn.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.