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Declaration phase in 3.x
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<blockquote data-quote="kaomera" data-source="post: 3285381" data-attributes="member: 38357"><p>I can see the possible trust issues inherent in the declare-then-act system, but honestly if the players don't trust the DM, then the game isn't going to be a whole lot of fun anyway.</p><p></p><p>I still don't quite see why this system should take any more time than the cyclic initiative system, and in fact my experiences seem to point in the opposite direction. The declaration phase itself should not take longer than it takes for each player to come up with their actions for the turn individually. Further, it forces the player to actually think about what they're going to do, and prevents delays caused by "counting squares", etc. Actually resolving the actions, once they're declared, ought to be faster with declaration than cyclic, in my experience.</p><p></p><p>However, I haven't actually tried using declarations in 3.x. In part it's because with a few exceptions it's an unfamiliar system to my players, and I'd prefer to stick closer to RAW, especially as we're having other problems, anyway...</p><p></p><p>I'm still thinking that maybe I should try being a bit more hard-@$$ed about these delays. I don't know, I don't really want to be a jerk, I don't really enjoy it. However, when things get to the point that what should have been a simple combat drags out for three or four hours of game-time, I think I really ought to do something... (But pre-declared actions isn't going to help with math- and record-keeping-related delays, anyway...)</p></blockquote><p></p>
[QUOTE="kaomera, post: 3285381, member: 38357"] I can see the possible trust issues inherent in the declare-then-act system, but honestly if the players don't trust the DM, then the game isn't going to be a whole lot of fun anyway. I still don't quite see why this system should take any more time than the cyclic initiative system, and in fact my experiences seem to point in the opposite direction. The declaration phase itself should not take longer than it takes for each player to come up with their actions for the turn individually. Further, it forces the player to actually think about what they're going to do, and prevents delays caused by "counting squares", etc. Actually resolving the actions, once they're declared, ought to be faster with declaration than cyclic, in my experience. However, I haven't actually tried using declarations in 3.x. In part it's because with a few exceptions it's an unfamiliar system to my players, and I'd prefer to stick closer to RAW, especially as we're having other problems, anyway... I'm still thinking that maybe I should try being a bit more hard-@$$ed about these delays. I don't know, I don't really want to be a jerk, I don't really enjoy it. However, when things get to the point that what should have been a simple combat drags out for three or four hours of game-time, I think I really ought to do something... (But pre-declared actions isn't going to help with math- and record-keeping-related delays, anyway...) [/QUOTE]
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