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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="FormerlyHemlock" data-source="post: 7022959" data-attributes="member: 6787650"><p>The only thing I see missing is a discussion of readied actions and Dodge, a mention of implicit Delay, and a brief mention of how spell durations and other per-turn effects work.</p><p></p><p>1.) Some actions, such as Dodging or continuing to hold a Readied Action from the previous round, are activities and not events. There is no initiative roll high enough to "beat" someone engaged in these activities.</p><p></p><p>2.) If you don't declare an action, you are Delaying.</p><p></p><p>3.) "Mexican Standoff": If everyone in the current Declaration phase Delays, the round ends without any more actions occurring. </p><p></p><p>4.) 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.</p><p></p><p><strong>Note:</strong> 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.</p><p></p><p>(4) 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.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7022959, member: 6787650"] The only thing I see missing is a discussion of readied actions and Dodge, a mention of implicit Delay, and a brief mention of how spell durations and other per-turn effects work. 1.) Some actions, such as Dodging or continuing to hold a Readied Action from the previous round, are activities and not events. There is no initiative roll high enough to "beat" someone engaged in these activities. 2.) If you don't declare an action, you are Delaying. 3.) "Mexican Standoff": If everyone in the current Declaration phase Delays, the round ends without any more actions occurring. 4.) 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. [B]Note:[/B] 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. (4) 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. [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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