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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: 7030655" data-attributes="member: 6787650"><p>Not that I've noticed. Sometimes I've been surprised to find that a three-round battle has taken us most of an hour, but (1) that occurs in large battle with lots of actors (especially if one player is giving orders to multiple individual NPCs on his side as well as his PC); and (2) most of the time seems to be taken in the action-declaration/deciding phase, with resolution being (I think) pretty fast, which makes the battle itself seem like it's going fast; (3) I can never figure out where all the time went because it <em>seems</em> quick, so my impression of #2 may be off.</p><p></p><p>Note that movies have the same problem(?): a fight with eleven Avengers in it may be "supposed" to take only a minute or so of real time, but it takes longer to show in screen time because everyone wants to know what Captain America was doing while Spider Man was fighting Falcon, etc.</p><p></p><p></p><p></p><p>I have thought about restoring spell interruption a la AD&D, but haven't done anything about it yet. It's still something I'm just chewing on. One of my motivations for restoring spell interruptions would be to weaken magic slightly relative to force-of-arms, to give Conan the fighter more openings at shutting down Thulsa Doom the warlock. It would go well with adding in speed factors for weapons and spells; but all of that is more complex than I'm ready to commit to in a TTRPG implementation right now, so it might be something I implement on the CRPG side without doing in TTRPG play.</p><p></p><p></p><p></p><p>LOL. I'm 100% fine with that. I'm not so much interested in evangelizing my particular system as I am in evangelizing a perspective: the fun that happens when you discard turn-by-turn initiative and embrace concurrency. I'm happy to answer questions about the particular way I do it, because I don't believe in having secrets and I usually answer pretty much any questions on any topic, but other people like @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=29398" target="_blank">Lanefan</a></u></strong></em>, @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6778044" target="_blank">Ilbranteloth</a></u></strong></em>, and yourself have different goals and perspectives and ways you'd prefer to implement your own concurrent initiative system and I think that's great! The main chassis is intact; everyone is just tweaking their own details. I hope you find something that feels right to you and gives your players that good experience that comes from embracing concurrent play.</p><p></p><p>Good gaming!</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7030655, member: 6787650"] Not that I've noticed. Sometimes I've been surprised to find that a three-round battle has taken us most of an hour, but (1) that occurs in large battle with lots of actors (especially if one player is giving orders to multiple individual NPCs on his side as well as his PC); and (2) most of the time seems to be taken in the action-declaration/deciding phase, with resolution being (I think) pretty fast, which makes the battle itself seem like it's going fast; (3) I can never figure out where all the time went because it [I]seems[/I] quick, so my impression of #2 may be off. Note that movies have the same problem(?): a fight with eleven Avengers in it may be "supposed" to take only a minute or so of real time, but it takes longer to show in screen time because everyone wants to know what Captain America was doing while Spider Man was fighting Falcon, etc. I have thought about restoring spell interruption a la AD&D, but haven't done anything about it yet. It's still something I'm just chewing on. One of my motivations for restoring spell interruptions would be to weaken magic slightly relative to force-of-arms, to give Conan the fighter more openings at shutting down Thulsa Doom the warlock. It would go well with adding in speed factors for weapons and spells; but all of that is more complex than I'm ready to commit to in a TTRPG implementation right now, so it might be something I implement on the CRPG side without doing in TTRPG play. LOL. I'm 100% fine with that. I'm not so much interested in evangelizing my particular system as I am in evangelizing a perspective: the fun that happens when you discard turn-by-turn initiative and embrace concurrency. I'm happy to answer questions about the particular way I do it, because I don't believe in having secrets and I usually answer pretty much any questions on any topic, but other people like @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=29398"]Lanefan[/URL][/U][/B][/I], @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6778044"]Ilbranteloth[/URL][/U][/B][/I], and yourself have different goals and perspectives and ways you'd prefer to implement your own concurrent initiative system and I think that's great! The main chassis is intact; everyone is just tweaking their own details. I hope you find something that feels right to you and gives your players that good experience that comes from embracing concurrent play. Good gaming! [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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