Twowolves said:Or for that matter, why not just resolve all actions in order of Dex, highest to lowest?
Of course, that actually was the rule in "blue book" D&D, 1979.
Twowolves said:Or for that matter, why not just resolve all actions in order of Dex, highest to lowest?
PallidPatience said:If he were invested in the rule, he would have thought it out carefully and made the appropriate changes to it to make sure it wasn't such a pain to the players. RC, you seem to be a much better guy at things like that than Goldmoon's DM. He doesn't seem to be using the rule because he's thought it through clearly, so he can't really be invested in it except through stubbornness, which is hardly a good reason to do anything.
At the same time, he doesn't seem to be running a regular game on the side, and he doesn't seem to have a lot of people wanting to play (just Goldmoon and his friends), so, while your personal opinion on the point is appreciated, I don't believe the situation is the same.
With that in mind, I definitely think that Goldmoon should first give him the opportunity to defend his use of the rule. If his reason is just "that's the way we've always done it", then Goldmoon should give the reasons he should change (the greater randomness = greater lethality points), including examples of why this rule, without the patches that most defenders of it have used, is not good for the PCs, and the reasons why, personally, it's not fun for Goldmoon and the other players, if they're different from the fact that his PC will die and often. THEN give him the chance to adapt or leave.
Raven Crowking said:True. But, so long as the rules are readily available to everyone, it's all good. You can still build a character to do what you want to do. It should also be noted that I run games for, by Core standards, large groups (often 7+), so getting the players to focus on the initiative countdown is very helpful.
Storm Raven said:What is "the initiative countdown"?
Raven Crowking said:PallidPatience, no worries. I just get a little tired of reading the "there's more of us, so what we say goes" sort of philosophy that crops up here and elsewhere. Anyone espousing that sort of philosophy ought to consider carefully whether or not they are actually enjoying the game first. If not, then there is nothing to lose. If so, then you have to measure risk vs. reward level.
Raven Crowking said:I, for one, DM for fun, and I DM in whatever way I find fun. If that is also fun for you, welcome aboard! If it is not, move along.
Hey RAven, no worries, I feel you on the more is better thing that happens. I actually am somewhere in the middle despite my responses. My only gripe is the time allocation. I"m interested in running this test though. I've already written the script. My plan, initiative will be rolled soley by the dm each round, i'll let you know saturday how it turned out. HEck ,if it works i might run it like this at gencon.Raven Crowking said:PallidPatience, no worries. I just get a little tired of reading the "there's more of us, so what we say goes" sort of philosophy that crops up here and elsewhere. Anyone espousing that sort of philosophy ought to consider carefully whether or not they are actually enjoying the game first. If not, then there is nothing to lose. If so, then you have to measure risk vs. reward level.
OTOH, if your DM charges, you have the right to demand good value for your money.![]()
I, for one, DM for fun, and I DM in whatever way I find fun. If that is also fun for you, welcome aboard! If it is not, move along. Or (better yet) run a game; I'd give the way you like running games a shot.![]()
(Great user name, btw)
Raven Crowking said:A sequential countdown of the initiative order.
"Does anyone have higher than 20? Okay...20...19...18...17...16..."...etc.
You call out when your init count is reached, and say what you're going to do. Because you are focused on the count, you are focused on what is happening.