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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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<blockquote data-quote="Ilbranteloth" data-source="post: 7030664" data-attributes="member: 6778044"><p>I would recommend against the "Delay" declaration altogether. The point for me, and the reason we initially did away with rolling initiative at the start of a round was to allow things to flow naturally. This includes the process of running the combat itself.</p><p></p><p>I think you'll find that as you start using a system like this, you might be asking what characters are doing, and somebody might not know yet. That's all you need to know. No need to add a "Delay" option as an explicit declaration.</p><p></p><p>Or to put it a different way, the "Delay" option basically means one of two things: either the player doesn't know what they want to do, or the character doesn't.</p><p></p><p>If the player doesn't then they either ask questions, or wait a moment until they have a better understanding of the situation before declaring anything.</p><p></p><p>If the character doesn't know what they want to do, then they aren't "delaying" - they aren't acting. That's the Ready action and leaves them with only a reaction in this round in terms of how much they can accomplish. I don't require them to tell me exactly what they are Readying, but their options are more limited if they don't. I also allow them to alter their reaction to what's going on around them, although if it's significantly different it might trigger a Dexterity (Initiative) check, unlike a normal Ready action.</p><p></p><p>See my last couple of posts for my thoughts on interrupting spells.</p><p></p><p>One other thing I'll point out, or perhaps clarify, I don't see this as a strict Declaration then Resolution process. We cover the broad strokes (I attack the orc to the left, I'll cast <em>whatever</em> as a level 2 spell, etc.), and the specifics are covered as we play through the round. It's not uncommon for the broad strokes to be largely the same as what is occurring through the round. </p><p></p><p>Really what usually happens is I'll tell them what it looks like the monsters are doing, they tell me what they are doing, and start rolling dice. Then I'll start describing what's going on, and rolling dice for the monsters. In the midst of that, something might change, and we address any modifications to actions in the moment.</p><p></p><p>I'll also point out that it can also become more reactive (which is what we like). The Ready action is essentially a guaranteed success on a Dexterity (Initiative) check. You can do less in that round, but may very well be more effective, such as targeting an enemy spell caster. Which has led to both sides circling, taunting, talking, and otherwise waiting for the other to make the first move. Which means that the PCs work out some strategies to make the first shot successful and as effective as possible. It does a wonderful job of altering the nature of conflicts with intelligent creatures. </p><p></p><p>So back to my first point, rather than introducing a "Delay" option, force the player to be in character and opt to wait until things unfold before committing to an action. That generally means their only action, if any, that round is to react. We're attempting to get out of the "Combat Game" and get back into character.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7030664, member: 6778044"] I would recommend against the "Delay" declaration altogether. The point for me, and the reason we initially did away with rolling initiative at the start of a round was to allow things to flow naturally. This includes the process of running the combat itself. I think you'll find that as you start using a system like this, you might be asking what characters are doing, and somebody might not know yet. That's all you need to know. No need to add a "Delay" option as an explicit declaration. Or to put it a different way, the "Delay" option basically means one of two things: either the player doesn't know what they want to do, or the character doesn't. If the player doesn't then they either ask questions, or wait a moment until they have a better understanding of the situation before declaring anything. If the character doesn't know what they want to do, then they aren't "delaying" - they aren't acting. That's the Ready action and leaves them with only a reaction in this round in terms of how much they can accomplish. I don't require them to tell me exactly what they are Readying, but their options are more limited if they don't. I also allow them to alter their reaction to what's going on around them, although if it's significantly different it might trigger a Dexterity (Initiative) check, unlike a normal Ready action. See my last couple of posts for my thoughts on interrupting spells. One other thing I'll point out, or perhaps clarify, I don't see this as a strict Declaration then Resolution process. We cover the broad strokes (I attack the orc to the left, I'll cast [I]whatever[/I] as a level 2 spell, etc.), and the specifics are covered as we play through the round. It's not uncommon for the broad strokes to be largely the same as what is occurring through the round. Really what usually happens is I'll tell them what it looks like the monsters are doing, they tell me what they are doing, and start rolling dice. Then I'll start describing what's going on, and rolling dice for the monsters. In the midst of that, something might change, and we address any modifications to actions in the moment. I'll also point out that it can also become more reactive (which is what we like). The Ready action is essentially a guaranteed success on a Dexterity (Initiative) check. You can do less in that round, but may very well be more effective, such as targeting an enemy spell caster. Which has led to both sides circling, taunting, talking, and otherwise waiting for the other to make the first move. Which means that the PCs work out some strategies to make the first shot successful and as effective as possible. It does a wonderful job of altering the nature of conflicts with intelligent creatures. So back to my first point, rather than introducing a "Delay" option, force the player to be in character and opt to wait until things unfold before committing to an action. That generally means their only action, if any, that round is to react. We're attempting to get out of the "Combat Game" and get back into character. [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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