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Declaration phase in 3.x
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3285091" data-attributes="member: 20805"><p>One of the aspects of 3.x that I have always worked on, from the very beggining, was speed of combat. I use pre-rolled initiatives that smooths the flow from narration to phased combat.</p><p></p><p>IMC, the start of combat runs something like:</p><p>DM: You have been ambused, Joe, you were not surprised and have initiative, there are 4 orcs bursting out of the thicket with weapons drawn...what do you do?</p><p></p><p>I do not allow retracing steps, altho I will coach players on how to move to avoid an AoO if possible...generally speaking my players will risk the AoO from movement anyway...just as the NPC's do.</p><p></p><p>I have found that combat can be run at the same speed in 3.x as I used to run it in 2e, but with the added advantage of avoiding arguments as to where people are, or are not. The more my players gain familiarization with the rules, the smoother the combats go.</p><p> Had one game that I could not re-create in 2e... the characters were invading an enemies tower and chose to start combat...then chose to keep opening doors mid combat, inviting more of the inhabitants into the battle. They explored the entire tower in combat resolution mode! It was a very fun session, altho if I had not been as prepared for the game it would have ground to a halt very fast. {I had the entire tower mapped out on papers that got scattered over the table when the party split and ended up on three different levels simultaneusly....} but I digress.</p><p> 3.x combat can be handled quickly, but most importantly the rules provide a strong foundation for player/GM trust...</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3285091, member: 20805"] One of the aspects of 3.x that I have always worked on, from the very beggining, was speed of combat. I use pre-rolled initiatives that smooths the flow from narration to phased combat. IMC, the start of combat runs something like: DM: You have been ambused, Joe, you were not surprised and have initiative, there are 4 orcs bursting out of the thicket with weapons drawn...what do you do? I do not allow retracing steps, altho I will coach players on how to move to avoid an AoO if possible...generally speaking my players will risk the AoO from movement anyway...just as the NPC's do. I have found that combat can be run at the same speed in 3.x as I used to run it in 2e, but with the added advantage of avoiding arguments as to where people are, or are not. The more my players gain familiarization with the rules, the smoother the combats go. Had one game that I could not re-create in 2e... the characters were invading an enemies tower and chose to start combat...then chose to keep opening doors mid combat, inviting more of the inhabitants into the battle. They explored the entire tower in combat resolution mode! It was a very fun session, altho if I had not been as prepared for the game it would have ground to a halt very fast. {I had the entire tower mapped out on papers that got scattered over the table when the party split and ended up on three different levels simultaneusly....} but I digress. 3.x combat can be handled quickly, but most importantly the rules provide a strong foundation for player/GM trust... [/QUOTE]
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