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D&D Combat is fictionless
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<blockquote data-quote="clearstream" data-source="post: 8407072" data-attributes="member: 71699"><p>Ah, I failed to grasp that. The DM is going to contemplate the declared moves (and any fair updates as the round is resolved) and adjudicate where along their intended paths each participant actually is at moments of interaction. Does that describe it correctly?</p><p></p><p></p><p>Honestly, I would like to know where you land with your players on this after a few sessions. I ran declare-first combat for years and when RPG design finally figured out how to create streamlined turn-sequences, we switched and never looked back. It strikes me that perhaps we gave up something we could well have demanded of our fiction (i.e. what you demand), in exchange for something that played so much more smoothly (for us) that we happily accommodated it into our fiction.</p><p></p><p></p><p>I urge you to run through some sample turn orderings. I did so, and assumed that you couldn't have intended re-rolling initiative each round. The problem you will have to think about is that there are many - until the start (or end) of your next turn - effects in 5th edition that re-rolling each round is going to break.</p><p></p><p>Additionally, actions and reactions are spaced out with care by the game designers, and rolling each round is going to sometimes give sequences that are very powerful (or vulnerable). Such as cast, win initiative, cast. Combats will become more volatile in consequence, and sometimes that is going to feel bad at your table. For me, it is also in conflict with your professed desires: because you will have to gloss-over how some participant gains such tempo upbeats. From experience, that will sometimes feel SoD-breaking.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8407072, member: 71699"] Ah, I failed to grasp that. The DM is going to contemplate the declared moves (and any fair updates as the round is resolved) and adjudicate where along their intended paths each participant actually is at moments of interaction. Does that describe it correctly? Honestly, I would like to know where you land with your players on this after a few sessions. I ran declare-first combat for years and when RPG design finally figured out how to create streamlined turn-sequences, we switched and never looked back. It strikes me that perhaps we gave up something we could well have demanded of our fiction (i.e. what you demand), in exchange for something that played so much more smoothly (for us) that we happily accommodated it into our fiction. I urge you to run through some sample turn orderings. I did so, and assumed that you couldn't have intended re-rolling initiative each round. The problem you will have to think about is that there are many - until the start (or end) of your next turn - effects in 5th edition that re-rolling each round is going to break. Additionally, actions and reactions are spaced out with care by the game designers, and rolling each round is going to sometimes give sequences that are very powerful (or vulnerable). Such as cast, win initiative, cast. Combats will become more volatile in consequence, and sometimes that is going to feel bad at your table. For me, it is also in conflict with your professed desires: because you will have to gloss-over how some participant gains such tempo upbeats. From experience, that will sometimes feel SoD-breaking. [/QUOTE]
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