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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="Rune" data-source="post: 8002523" data-attributes="member: 67"><p>I’ve run this style of initiative with varied levels if formalized rules over the years. Personally, I prefer a looser approach (certainly looser than I’ve advocated for in the past) guided by a simple guideline:</p><p></p><p><em>Only roll for initiative when it matters, and then make it an opposed check. </em></p><p></p><p>“When it matters” can vary by playstyle, of course, but for me it means that I’ll contest initiative if one or both of two attackers have a chance of dropping or otherwise stopping the other (through violence, grappling, magic, or otherwise). If not, both will get their attacks.</p><p></p><p>If positioning is dependent on an oponent’s (a chase, a race, or interception), an opposed check will be appropriate. Other situations won’t matter.</p><p></p><p>I prefer to play theater of the mind, but if you’re using a grid, Two opponents charging toward each other can alternate moving square by square easily enough. Or just pick a spot in the middle, because, if positioning is going to matter (next to a ledge, for instance), it’s going to be part of the description of intended action.</p><p></p><p>Provoking an opportunity attack is always something the provoker chooses to do (by moving away), so it isn’t governed by an initiative check, although the desire to escape the reach of someone who wishes to prevent it (fundamentally, a chase) would necessitate it. And <em>that</em>, of course, could lead to an opportunity attack.</p><p></p><p>In all cases, a readied action will preempt a spontaneous one, if triggered.</p></blockquote><p></p>
[QUOTE="Rune, post: 8002523, member: 67"] I’ve run this style of initiative with varied levels if formalized rules over the years. Personally, I prefer a looser approach (certainly looser than I’ve advocated for in the past) guided by a simple guideline: [I]Only roll for initiative when it matters, and then make it an opposed check. [/I] “When it matters” can vary by playstyle, of course, but for me it means that I’ll contest initiative if one or both of two attackers have a chance of dropping or otherwise stopping the other (through violence, grappling, magic, or otherwise). If not, both will get their attacks. If positioning is dependent on an oponent’s (a chase, a race, or interception), an opposed check will be appropriate. Other situations won’t matter. I prefer to play theater of the mind, but if you’re using a grid, Two opponents charging toward each other can alternate moving square by square easily enough. Or just pick a spot in the middle, because, if positioning is going to matter (next to a ledge, for instance), it’s going to be part of the description of intended action. Provoking an opportunity attack is always something the provoker chooses to do (by moving away), so it isn’t governed by an initiative check, although the desire to escape the reach of someone who wishes to prevent it (fundamentally, a chase) would necessitate it. And [I]that[/I], of course, could lead to an opportunity attack. In all cases, a readied action will preempt a spontaneous one, if triggered. [/QUOTE]
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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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