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Declarations that start combat vs. initiative
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<blockquote data-quote="Bill Zebub" data-source="post: 8604229" data-attributes="member: 7031982"><p>Here's another attempt at my philosophy here:</p><p></p><p>1. The attacking player has a goal ("get off a surprise attack") and an approach ("act so suddenly that nobody can react").</p><p></p><p>2. The DM is, of course, free to simply grant automatic success. I'm not a fan of this because I feel like it rewards trying to circumvent rules with narration. Or the DM can rule that it fails. Which I also don't like because it squashes player enthusiasm. Or...middle ground...that the outcome is uncertain, and there is a consequence to failure, and thus ask for some kind of ability check.</p><p></p><p>3. If successful, the reward can be determined. Probably surprise.</p><p></p><p>4. If unsuccessful, there needs to be a consequence. (And I don't ascribe to "failing a roll is itself a consequence". For it to count, the player needs to somehow be worse off than if they hadn't tried.) The nature of that consequence will vary with the circumstances.</p><p></p><p>5. Roll, reward and consequence should all be explained before the player commits to the action.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 8604229, member: 7031982"] Here's another attempt at my philosophy here: 1. The attacking player has a goal ("get off a surprise attack") and an approach ("act so suddenly that nobody can react"). 2. The DM is, of course, free to simply grant automatic success. I'm not a fan of this because I feel like it rewards trying to circumvent rules with narration. Or the DM can rule that it fails. Which I also don't like because it squashes player enthusiasm. Or...middle ground...that the outcome is uncertain, and there is a consequence to failure, and thus ask for some kind of ability check. 3. If successful, the reward can be determined. Probably surprise. 4. If unsuccessful, there needs to be a consequence. (And I don't ascribe to "failing a roll is itself a consequence". For it to count, the player needs to somehow be worse off than if they hadn't tried.) The nature of that consequence will vary with the circumstances. 5. Roll, reward and consequence should all be explained before the player commits to the action. [/QUOTE]
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