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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: 7029765" data-attributes="member: 6690511"><p>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.</p><p></p><p>My method ("target A isn't there anymore, want to attack target B?" etc.), which I'll call Conditional Resolution as opposed to your Conditional Declaration, gives the players access to those possibilities without making them go through the hoop of learning and continuously applying that specific skill.</p><p></p><p>Imagine a player who has learned how to use Conditional Declarations (CD). This round, their declaration is "I'll attack target A if possible, otherwise I'll attack target B." As it turns out, target A isn't there by the time the player's action is resolved. So, they attack target B instead.</p><p></p><p>Now imagine a player in a Conditional Resolution (CR) system. They want to attack target A, so they say "I'll attack target A." By the time the player's action is resolved, target A isn't there. So the GM says "want to attack target B instead?" And the player says yes.</p><p></p><p>What is the difference between these two examples? Correct me if I'm wrong, but it seems to me that they are exactly the same, except the player in the second example didn't have to go to the effort of actually thinking through the situation in advance.</p><p></p><p>Conditional Declaration just frontloads the decision, which makes it less accessible, and makes players do unnecessary work. With CD, you make an extra decision when there's a <em>possibility</em> of it being relevant. With CR, you only have to make that extra decision when it actually <em>is</em> relevant. Either way, it's the exact same decision. See what I mean?</p><p></p><p>I don't doubt that OODA management is a necessary skill in real-time conflict. But in a turn-based game, you either take a minute to consider all the possibilities, or you don't. So why not save a step?</p><p></p><p></p><p>EDIT: After some more thought, it occurs to me that in other situations, it might not be the exact same decision, and maybe CD and CR are not mutually exclusive. One could allow CD to reward players for thinking ahead, and still have CR as a safety net for players who aren't that advanced.</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 7029765, member: 6690511"] 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. My method ("target A isn't there anymore, want to attack target B?" etc.), which I'll call Conditional Resolution as opposed to your Conditional Declaration, gives the players access to those possibilities without making them go through the hoop of learning and continuously applying that specific skill. Imagine a player who has learned how to use Conditional Declarations (CD). This round, their declaration is "I'll attack target A if possible, otherwise I'll attack target B." As it turns out, target A isn't there by the time the player's action is resolved. So, they attack target B instead. Now imagine a player in a Conditional Resolution (CR) system. They want to attack target A, so they say "I'll attack target A." By the time the player's action is resolved, target A isn't there. So the GM says "want to attack target B instead?" And the player says yes. What is the difference between these two examples? Correct me if I'm wrong, but it seems to me that they are exactly the same, except the player in the second example didn't have to go to the effort of actually thinking through the situation in advance. Conditional Declaration just frontloads the decision, which makes it less accessible, and makes players do unnecessary work. With CD, you make an extra decision when there's a [I]possibility[/I] of it being relevant. With CR, you only have to make that extra decision when it actually [I]is[/I] relevant. Either way, it's the exact same decision. See what I mean? I don't doubt that OODA management is a necessary skill in real-time conflict. But in a turn-based game, you either take a minute to consider all the possibilities, or you don't. So why not save a step? EDIT: After some more thought, it occurs to me that in other situations, it might not be the exact same decision, and maybe CD and CR are not mutually exclusive. One could allow CD to reward players for thinking ahead, and still have CR as a safety net for players who aren't that advanced. [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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