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General Tabletop Discussion
*Dungeons & Dragons
Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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<blockquote data-quote="Ilbranteloth" data-source="post: 7030658" data-attributes="member: 6778044"><p>I'll start with the last part. Hemlock's variation adds an order for declaration, and a delay option. I would recommend against both as unnecessary complications. If, as a DM, you have difficulty keeping track of the declarations, then use a system that works for you, but make it fast. Going around the table at random is a good option. The reason I recommend at random is it keeps people on their toes, and avoids the feeling of it being routine or cyclical.</p><p></p><p>For spells, you'll notice that they tend to allow a save at the beginning or the end of the creature's next turn, or your next turn. This is because they accomplish different things.</p><p></p><p>If the target can make a save before or after their next turn, nothing changes except that the exact duration might be a second or two different. No big deal.</p><p></p><p>For effects that last until the beginning or end of your next turn, I go with the beginning or end of the next round. </p><p></p><p>I consider spells as relatively fast to cast, and it's the refocusing of the magical energy that forces you to wait until the next round to cast another spell. As such, a spell is usually cast before any attack against the spell caster. Exceptions would be attacks that are bonus actions or a reaction to the caster casting a spell. In that case they might interrupt the act of casting the spell.</p><p></p><p>In my campaign, the same thing occurs - a Concentration check. If the caster is struck while casting, then the spell could be ruined before it's cast. Otherwise, the spell's effects occur, and the attack can only break concentration (and potentially ruin the spell). I use a Wild Magic system for both situations.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7030658, member: 6778044"] I'll start with the last part. Hemlock's variation adds an order for declaration, and a delay option. I would recommend against both as unnecessary complications. If, as a DM, you have difficulty keeping track of the declarations, then use a system that works for you, but make it fast. Going around the table at random is a good option. The reason I recommend at random is it keeps people on their toes, and avoids the feeling of it being routine or cyclical. For spells, you'll notice that they tend to allow a save at the beginning or the end of the creature's next turn, or your next turn. This is because they accomplish different things. If the target can make a save before or after their next turn, nothing changes except that the exact duration might be a second or two different. No big deal. For effects that last until the beginning or end of your next turn, I go with the beginning or end of the next round. I consider spells as relatively fast to cast, and it's the refocusing of the magical energy that forces you to wait until the next round to cast another spell. As such, a spell is usually cast before any attack against the spell caster. Exceptions would be attacks that are bonus actions or a reaction to the caster casting a spell. In that case they might interrupt the act of casting the spell. In my campaign, the same thing occurs - a Concentration check. If the caster is struck while casting, then the spell could be ruined before it's cast. Otherwise, the spell's effects occur, and the attack can only break concentration (and potentially ruin the spell). I use a Wild Magic system for both situations. [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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