declaring actions

Mark1733

Explorer
Do your players typically declare and resolve their actions on their turn, knowing the outcome of the previous players; or does anyone make all the players declare their characters' actions (initiative order) and then go back and resolve each one, not knowing the outcome? Do any gaming systems recommend this latter style over the former?
 

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Do your players typically declare and resolve their actions on their turn, knowing the outcome of the previous players;

Yes.

Too much changes on the battlefield to lock players into decisions well before they get to go.

Like the players in my games, I watch everything unfold and have an idea of what I am going to do while others take their turns - but things change frequently and you have to be prepared to make new plans.
 

Oh boy would I hate to have to play like that! I would immediately counter that initiative accounts for the fact that my actions during the round are staggered from my allies and enemies alike. While I am finishing up my combat maneuver (re-readying my sword, raising my shield, getting my fingers ready to cast the next spell, etc.) others are in the middle of their maneuver. Seeing their outcome, whether failed or successful, it would seem "logical" that I could adjust my tactics based upon what happened. Having simultaneous declarations, while maybe appearing more realistic, will do nothing for the "game" aspect of it all other than to slow combat down and cause frustration. "Oh man, my declared target is dead. Great, a wasted action."

I know there were a few computer games that were like this. But I think they were wargames representing large armies. This was all before Real Time Strategy games came about and eliminated the need to simulate initiative.
 

4e is set up to allow for forced movement, taking advantage of terrain factors, etc. If you don't know who will be where, powers that push, pull or slide become much less useful.

Earlier editions, as well as some other game systems, did have a "declaration" phase, but in my experience, it was often ignored or houseruled away. It was too much work imho- and a lot less fun.
 

When I play 3e/4e, everyone declares their actions on their turn. When I play 1e, everyone declares their actions at the start of the round. I like it. It changes things up a bit. It is also more friendly for things like simultaneous actions since more DM fiat is needed.

If I remember correctly the James Bond RPG had everyone declare their actions in reverse initiative order. Thus the guy who won knew what everyone else was going to do. And he still got to go first. Pretty cool idea.
 


Earlier editions, as well as some other game systems, did have a "declaration" phase, but in my experience, it was often ignored or houseruled away. It was too much work imho- and a lot less fun.
I played it that way back in my 1e days, and IMHO it's more fun, actually. But 3e and 4e aren't set up for it, and I would not encourage anyone to try it with those systems.
 

As I recall, Marvel Superheroes uses a modified version of this, whereby you declare your intended actions at the start of the round, and if you no longer wish (or are able) to take that action on your turn, you can choose a different action but take a penalty to your checks.

I'm not sure of the details, because we adapted the system to a more 3e/4e style, which was, frankly, nearly as much of a chore as adapting 3e or 4e in the other direction would be.
 

Earlier editions, as well as some other game systems, did have a "declaration" phase, but in my experience, it was often ignored or houseruled away. It was too much work imho- and a lot less fun.
Yup, Earthdawn is one example. If you cannot (or no longer want to) take your declared action you get a penalty to your new action. It works for us, but I prefer the D&D 3e/4e approach.
 

Declaring actions works better with team based rather than individual initiative. The group can decide on thier actions as a whole and act as a coordinated team from the planning on through to the execution.

For spell use the removal of declared casting was one of the largest factors in the overpowering of magic IMHO.
 

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