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D&D Combat is fictionless
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<blockquote data-quote="Charlaquin" data-source="post: 8399899" data-attributes="member: 6779196"><p>The problem is that you’ve already decided on the fiction before even taking the characters’ in-game actions into account. Obviously there’s no way to reconcile the in-game action of the fighter only advancing far enough that the goblin has to dash to reach him with the fiction that they both charge each other and meet in the middle, because that fiction doesn’t describe the actions the characters are actually taking in game. A more appropriate fiction would be that, judging by the goblin’s stature, the fighter estimated how quickly the goblin could run and made the tactical decision to make a slower advance, so the goblin would need to run further to reach him, potentially buying him an extra moment to get the first strike in.</p><p></p><p>If that bothers you, change the turn structure so that it encourages the kind of tactical decisions you want characters to make. For example, the Speed Factor Initiative from the DMG and the similar but more complex Grayhawk Initiative from Unearthed Arcana both have everyone declare their actions first and then roll initiative to determine the order in which they are executed. This removes the turn order from the decision-making process, while still maintaining the benefits of a turn-based system for the purposes of executing actions in an orderly manner.</p><p></p><p>One system I have brewed up but not implemented (because my regular players are slow decision-makers) is to have everyone declare actions in order of lowest passive perception to highest (representing the more perceptive characters being better able to read their opponents movements and react to them), then roll a flat 1d6 for initiative (representing the 6</p><p>seconds in a turn) and resolve those actions in the order of lowest roll to highest, with highest dexterity modifier breaking ties (representing characters with faster reflexes being able to act fractions of a second faster). Conceptually I like it a lot, and some day I’d love to try it with a more rules and tactics savvy group than my regulars.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8399899, member: 6779196"] The problem is that you’ve already decided on the fiction before even taking the characters’ in-game actions into account. Obviously there’s no way to reconcile the in-game action of the fighter only advancing far enough that the goblin has to dash to reach him with the fiction that they both charge each other and meet in the middle, because that fiction doesn’t describe the actions the characters are actually taking in game. A more appropriate fiction would be that, judging by the goblin’s stature, the fighter estimated how quickly the goblin could run and made the tactical decision to make a slower advance, so the goblin would need to run further to reach him, potentially buying him an extra moment to get the first strike in. If that bothers you, change the turn structure so that it encourages the kind of tactical decisions you want characters to make. For example, the Speed Factor Initiative from the DMG and the similar but more complex Grayhawk Initiative from Unearthed Arcana both have everyone declare their actions first and then roll initiative to determine the order in which they are executed. This removes the turn order from the decision-making process, while still maintaining the benefits of a turn-based system for the purposes of executing actions in an orderly manner. One system I have brewed up but not implemented (because my regular players are slow decision-makers) is to have everyone declare actions in order of lowest passive perception to highest (representing the more perceptive characters being better able to read their opponents movements and react to them), then roll a flat 1d6 for initiative (representing the 6 seconds in a turn) and resolve those actions in the order of lowest roll to highest, with highest dexterity modifier breaking ties (representing characters with faster reflexes being able to act fractions of a second faster). Conceptually I like it a lot, and some day I’d love to try it with a more rules and tactics savvy group than my regulars. [/QUOTE]
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