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D&D Combat is fictionless
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<blockquote data-quote="clearstream" data-source="post: 8405362" data-attributes="member: 71699"><p>It might help to look at when decisions are being called for. Under my approach (T is for time, not turn) -</p><p></p><p>T1 = <strong>DM:</strong> based on how things have unfolded, let's roll initiative</p><p>T2 = <strong>Fighter Player:</strong> rolls lower than DM</p><p>T3 = <strong>DM:</strong> decides what orcs do, and resolves their turns</p><p>T4 = <strong>Fighter Player:</strong> decides what they do, based on the current game state (groans weakly, dying)</p><p>T5 = <strong>Healer Player:</strong> decides what they do, based on seeing the current game state (fighter groaning weakly, dying): casts</p><p></p><p>It sounds like you might be describing -</p><p></p><p>T1 = <strong>Fighter Player:</strong> decides what they want to do</p><p>T1' = <strong>Healer Player:</strong> decides what they want to do</p><p>T1" = <strong>DM:</strong> decides what orcs will do</p><p>T2 = <strong>DM:</strong> based on how things have unfolded, let's roll initiative</p><p>T3 = <strong>DM:</strong> because orcs won initiative, game state is unchanged so unproblematically resolves what they decided to do</p><p>T4 = <strong>Fighter Player:</strong> what they decided to do is now at odds with the current game state: insert sound of SoD shattering</p><p>T5 = <strong>Healer Player:</strong> didn't decide to cast healing because no one needed healing back when they decided: sound of SoD shattering intensifies</p><p></p><p>Can you correct the above, which I feel sure I must have laid out wrongly?!</p><p></p><p></p><p>One nettle I am grasping is captured in that word "<em>masquerade</em>". I say that "<em>Yes, it truly is all a big masquerade!</em>" For the purposes of play, if the pretence is good enough, then it <em>really is</em> good enough. It matters how hard you look at it; what subjective hoops you make it jump through.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8405362, member: 71699"] It might help to look at when decisions are being called for. Under my approach (T is for time, not turn) - T1 = [B]DM:[/B] based on how things have unfolded, let's roll initiative T2 = [B]Fighter Player:[/B] rolls lower than DM T3 = [B]DM:[/B] decides what orcs do, and resolves their turns T4 = [B]Fighter Player:[/B] decides what they do, based on the current game state (groans weakly, dying) T5 = [B]Healer Player:[/B] decides what they do, based on seeing the current game state (fighter groaning weakly, dying): casts It sounds like you might be describing - T1 = [B]Fighter Player:[/B] decides what they want to do T1' = [B]Healer Player:[/B] decides what they want to do T1" = [B]DM:[/B] decides what orcs will do T2 = [B]DM:[/B] based on how things have unfolded, let's roll initiative T3 = [B]DM:[/B] because orcs won initiative, game state is unchanged so unproblematically resolves what they decided to do T4 = [B]Fighter Player:[/B] what they decided to do is now at odds with the current game state: insert sound of SoD shattering T5 = [B]Healer Player:[/B] didn't decide to cast healing because no one needed healing back when they decided: sound of SoD shattering intensifies Can you correct the above, which I feel sure I must have laid out wrongly?! One nettle I am grasping is captured in that word "[I]masquerade[/I]". I say that "[I]Yes, it truly is all a big masquerade![/I]" For the purposes of play, if the pretence is good enough, then it [I]really is[/I] good enough. It matters how hard you look at it; what subjective hoops you make it jump through. [/QUOTE]
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