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General Tabletop Discussion
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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<blockquote data-quote="TheCosmicKid" data-source="post: 7021214" data-attributes="member: 6683613"><p>I think the distinction is a net positive. A violent scenario <em>should</em> feel qualitatively different from a nonviolent one. And the words "roll initiative" can be one hell of a wham line (especially when they're the very first words of the campaign...).</p><p></p><p>It wasn't just standing there. It was still involved in whatever action it performed last turn. If its initiative had been higher, it would have been able to complete that action sooner and act to avoid the two new attackers.</p><p></p><p>It's certainly an abstraction, but in my experience it's an abstraction with a purpose. I've experimented with systems that are more strictly granular: you only have enough time on your turn to do one thing, move <em>or</em> attack. The result tends to be player dissatisfaction, as spending a whole turn moving feels like a waste of a go. I've got a hunch this is why almost all turn-based tactics games allow you to move and attack on the same turn: D&D, <em>Heroes of Might & Magic</em>, <em>Final Fantasy Tactics</em>, <em>Fire Emblem</em>, <em>X-COM</em>, <em>Pit People</em>...</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7021214, member: 6683613"] I think the distinction is a net positive. A violent scenario [I]should[/I] feel qualitatively different from a nonviolent one. And the words "roll initiative" can be one hell of a wham line (especially when they're the very first words of the campaign...). It wasn't just standing there. It was still involved in whatever action it performed last turn. If its initiative had been higher, it would have been able to complete that action sooner and act to avoid the two new attackers. It's certainly an abstraction, but in my experience it's an abstraction with a purpose. I've experimented with systems that are more strictly granular: you only have enough time on your turn to do one thing, move [I]or[/I] attack. The result tends to be player dissatisfaction, as spending a whole turn moving feels like a waste of a go. I've got a hunch this is why almost all turn-based tactics games allow you to move and attack on the same turn: D&D, [I]Heroes of Might & Magic[/I], [I]Final Fantasy Tactics[/I], [I]Fire Emblem[/I], [I]X-COM[/I], [I]Pit People[/I]... [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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