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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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<blockquote data-quote="GX.Sigma" data-source="post: 7022947" data-attributes="member: 6690511"><p>IN WHICH GX.SIGMA TRIES TO WRITE IT OUT IN THE FORM OF ACTUAL RULES</p><p></p><p><strong>Combat Sequence - Concurrent Initiative Variant</strong></p><p><strong></strong>In this variant, you don't establish an initiative order at the beginning of combat. Each round consists of two phases: First each player declares an action, then all actions are resolved. The sequence is as follows:</p><p></p><p>BEGINNING OF THE ROUND</p><p></p><p><strong>1: Declaration phase.</strong> Each player (and the GM for each monster) declares their character(s) movement and actions for the round, in ascending order of Intelligence score. In a round, each creature can move up to its speed, and take up to one action, one bonus action, and one reaction.<p style="margin-left: 20px"><em>example 1:</em></p> <p style="margin-left: 20px"><em><strong>Barbarian (Int 9) player:</strong> I'll move into melee and attack the goblins with my axe!</em></p> <p style="margin-left: 20px"><em><strong>GM:</strong> The goblins (Int 10) will scatter back into the bushes, then shoot arrows at you.</em></p> <p style="margin-left: 20px"><em><strong>Wizard (Int 18) player:</strong> Oh really? Then I'll duck behind the wagon and cast a fireball into the bushes to set them on fire!</em></p><p></p><p>1a. If a player isn't ready to declare an action, they can Delay (see step 3).</p><p></p><p>1b. The GM decides how vague or specific the declarations can be. (see 2c.) Variants include:</p><ul> <li data-xf-list-type="ul">Players can declare contingencies (e.g., "I'll try to Attack the goblin in melee, but if he's running, I'll Dash after him!")</li> <li data-xf-list-type="ul">For attacks, players must either declare a specific target or a vague one (e.g., "I attack the goblin leader" vs. "I attack the goblins"). A specific target cannot be changed later on, a vague one is decided randomly from among valid targets at the time of resolution.</li> </ul><p>1c. In complex situations, it may be necessary to record these action declarations for future reference. A player (the "caller") can take this responsibility.</p><p></p><p><strong>2: Resolution phase.</strong> The declared movement and actions are resolved. Attack rolls are made, miniatures are moved, and so forth.</p><p></p><p>2a. If necessary, roll initiative to establish a turn order for this round. Initiative is still a Dexterity check by default.</p><p></p><p>2b. While resolving actions, a player can decide to abort some or all of their movement or actions. Otherwise, they must use their turn to take the movement and actions they declared.</p><p><em><p style="margin-left: 20px">example 2:</p></em></p><p style="margin-left: 20px"><em>The <strong>Wizard</strong> (initiative 18) ducks behind the wagon and casts a fireball into the bushes. The bushes are now on fire.</p></em></p><p style="margin-left: 20px"><em>The <strong>Barbarian</strong> (initiative 15) engages the goblins in melee combat and kills one of them.</p></em></p><p style="margin-left: 20px"><em>The remaining <strong>Goblins</strong> (initiative 8) don't want to go into the burning bushes, and they don't want to take opportunity attacks. They abort their declared movement. They stay within melee and shoot their arrows at the barbarian (with disadvantage).</p><p></em></p><p></p><p>2c. At the GM's discretion, players may be able to change their declared action in other ways (e.g., changing the target of an attack, aborting an attack for a Dash, moving to a slightly different position than originally intended, etc.). (see 1b.)</p><p></p><p><strong>3: Delayed actions.</strong> Any character who Delayed can now declare and resolve their actions. Use the same process as above if necessary.</p><p></p><p>END OF THE ROUND</p><p></p><p>4. Repeat as many times as you need to.</p><p></p><p>---</p><p></p><p>Is that about right?</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 7022947, member: 6690511"] IN WHICH GX.SIGMA TRIES TO WRITE IT OUT IN THE FORM OF ACTUAL RULES [B]Combat Sequence - Concurrent Initiative Variant [/B]In this variant, you don't establish an initiative order at the beginning of combat. Each round consists of two phases: First each player declares an action, then all actions are resolved. The sequence is as follows: BEGINNING OF THE ROUND [B]1: Declaration phase.[/B] Each player (and the GM for each monster) declares their character(s) movement and actions for the round, in ascending order of Intelligence score. In a round, each creature can move up to its speed, and take up to one action, one bonus action, and one reaction.[INDENT][I]example 1: [B]Barbarian (Int 9) player:[/B] I'll move into melee and attack the goblins with my axe! [B]GM:[/B] The goblins (Int 10) will scatter back into the bushes, then shoot arrows at you. [B]Wizard (Int 18) player:[/B] Oh really? Then I'll duck behind the wagon and cast a fireball into the bushes to set them on fire![/I][/INDENT] 1a. If a player isn't ready to declare an action, they can Delay (see step 3). 1b. The GM decides how vague or specific the declarations can be. (see 2c.) Variants include: [LIST] [*]Players can declare contingencies (e.g., "I'll try to Attack the goblin in melee, but if he's running, I'll Dash after him!") [*]For attacks, players must either declare a specific target or a vague one (e.g., "I attack the goblin leader" vs. "I attack the goblins"). A specific target cannot be changed later on, a vague one is decided randomly from among valid targets at the time of resolution. [/LIST] 1c. In complex situations, it may be necessary to record these action declarations for future reference. A player (the "caller") can take this responsibility. [B]2: Resolution phase.[/B] The declared movement and actions are resolved. Attack rolls are made, miniatures are moved, and so forth. 2a. If necessary, roll initiative to establish a turn order for this round. Initiative is still a Dexterity check by default. 2b. While resolving actions, a player can decide to abort some or all of their movement or actions. Otherwise, they must use their turn to take the movement and actions they declared. [I][INDENT]example 2: The [B]Wizard[/B] (initiative 18) ducks behind the wagon and casts a fireball into the bushes. The bushes are now on fire. The [B]Barbarian[/B] (initiative 15) engages the goblins in melee combat and kills one of them. The remaining [B]Goblins[/B] (initiative 8) don't want to go into the burning bushes, and they don't want to take opportunity attacks. They abort their declared movement. They stay within melee and shoot their arrows at the barbarian (with disadvantage).[/INDENT] [/I] 2c. At the GM's discretion, players may be able to change their declared action in other ways (e.g., changing the target of an attack, aborting an attack for a Dash, moving to a slightly different position than originally intended, etc.). (see 1b.) [B]3: Delayed actions.[/B] Any character who Delayed can now declare and resolve their actions. Use the same process as above if necessary. END OF THE ROUND 4. Repeat as many times as you need to. --- Is that about right? [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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