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Do NPCs in your game have PHB classes?
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<blockquote data-quote="pemerton" data-source="post: 6887477" data-attributes="member: 42582"><p>The issue with turn-by-turn initiative is not "finite resolution". It is the treatment of every person's movement and action as causally discrete - insulating each from the effects of the rest - when the most salient feature of the actual in-fiction situation is that these things are occurring more-or-less simultaneously and are able to affect one another.</p><p></p><p>Consider character A whose turn comes first in the turn order. Suppose that s/he movesso that s/he escapes the fireball, although s/he only leaves the AoE on her last 5' of movement. At least notionally in the fiction, the fireball is cast sometime in the same 6 seconds but not in the last 1 of those seconds - especially if, after casting the spell, character B then moves his/her full movement. So how did <em>that</em> work?.</p><p></p><p>This is not abstraction or simplification of causal processes. It's not actually modelling the causal processes at all. Again, contrast 1st ed AD&D's initiative rules which actually do have some process-sim elements (in the rules for spell interruption and simultaneous weapon attacks).</p><p></p><p>Well, the only people I <em>need</em> to take my game seriously are my players. And happily, they do!</p><p></p><p>But if you think a game cannot be serious in which providence, hope, effort, etc are factors in action resolution, I find that very odd. How else do you expect events like Wormtongue throwing the palantir out of Orthanc, or extraordinary accomplishments like the three companions running across Rohan to rescue their friends, to take place in a game?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6887477, member: 42582"] The issue with turn-by-turn initiative is not "finite resolution". It is the treatment of every person's movement and action as causally discrete - insulating each from the effects of the rest - when the most salient feature of the actual in-fiction situation is that these things are occurring more-or-less simultaneously and are able to affect one another. Consider character A whose turn comes first in the turn order. Suppose that s/he movesso that s/he escapes the fireball, although s/he only leaves the AoE on her last 5' of movement. At least notionally in the fiction, the fireball is cast sometime in the same 6 seconds but not in the last 1 of those seconds - especially if, after casting the spell, character B then moves his/her full movement. So how did [I]that[/I] work?. This is not abstraction or simplification of causal processes. It's not actually modelling the causal processes at all. Again, contrast 1st ed AD&D's initiative rules which actually do have some process-sim elements (in the rules for spell interruption and simultaneous weapon attacks). Well, the only people I [I]need[/I] to take my game seriously are my players. And happily, they do! But if you think a game cannot be serious in which providence, hope, effort, etc are factors in action resolution, I find that very odd. How else do you expect events like Wormtongue throwing the palantir out of Orthanc, or extraordinary accomplishments like the three companions running across Rohan to rescue their friends, to take place in a game? [/QUOTE]
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Do NPCs in your game have PHB classes?
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