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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="Rune" data-source="post: 7022085" data-attributes="member: 67"><p>It's mainly the options for interruption of movement (including rendering an opponent unconscious or dead) available to 5e characters that really throw a monkey-wrench in the machinery.</p><p></p><p>Let's say that Orc Killington wants to rush 30 feet over to Wizard Squishypants and chop him up real good. Fighter McHackenslash wants to intercept Orc Killington's movement en route and shove him to the ground (and then live up to his name). </p><p></p><p>Those are mutually exclusive objectives that <em>cannot</em> play out simultaneously. If you have opposed initiative checks (in some form or another), but allow ties, it is clear what a success looks like for either side. I have <em>no</em> idea what a tie would look like for Orc Killington and Fighter McHackenslash. </p><p></p><p>This is why the way I run things, Fighter McHackenslash's declaration would have required both a readied action (or some other triggered reaction could let him do it after all declarations had been made) and a successful opposed Dexterity (Initiative) check. </p><p></p><p>The default, here, is that the outcomes <em>do</em> happen simultaneously. The <em>option</em> is to give up resources (a reaction plus extra attacks) to force an opposed check and try to make that not so. (The good news for the character is, if you have already heard an opponent's declaration, you already know your readied action will be triggered.)</p></blockquote><p></p>
[QUOTE="Rune, post: 7022085, member: 67"] It's mainly the options for interruption of movement (including rendering an opponent unconscious or dead) available to 5e characters that really throw a monkey-wrench in the machinery. Let's say that Orc Killington wants to rush 30 feet over to Wizard Squishypants and chop him up real good. Fighter McHackenslash wants to intercept Orc Killington's movement en route and shove him to the ground (and then live up to his name). Those are mutually exclusive objectives that [i]cannot[/i] play out simultaneously. If you have opposed initiative checks (in some form or another), but allow ties, it is clear what a success looks like for either side. I have [i]no[/i] idea what a tie would look like for Orc Killington and Fighter McHackenslash. This is why the way I run things, Fighter McHackenslash's declaration would have required both a readied action (or some other triggered reaction could let him do it after all declarations had been made) and a successful opposed Dexterity (Initiative) check. The default, here, is that the outcomes [i]do[/i] happen simultaneously. The [i]option[/i] is to give up resources (a reaction plus extra attacks) to force an opposed check and try to make that not so. (The good news for the character is, if you have already heard an opponent's declaration, you already know your readied action will be triggered.) [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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