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*Pathfinder & Starfinder
Don't make me roll for initiative.........again
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<blockquote data-quote="DonTadow" data-source="post: 2944315" data-attributes="member: 22622"><p>If you think of initiative as a step by step order of combat. then youve mistaken what initiative actually is. It is simply a decision of deciding the order players go in order for the game to progress smoothly. Each player has a chance to hit or dos omething within the six second span. Thing is think about six seconds, even in martial arts, some oppoonents are just a split second faster, and in combat thats essentially what is going on, split second. Initiative could also be considered a "battle luck roll". YOu manage to hit your opponent a split second before he does. </p><p></p><p>The roll is inconsequential, it only determines the order. The numbers mean nothing after the order is placed. Sure, in real life some people act at the same time. </p><p></p><p>The idea that you'd rather have chaos to insure reality in a game seems a bit absurb. I can't understand why you can't seperate from real life for a second to play a game. HEy, the only true way to simulate combat is to actually run it. Why not just use some imagination. IN combat, its not neccearily one hit, you hit, its a combination of hits, parrys and attacks that result in that damage in that round. When my players talk about their actions, they indicate this. </p><p></p><p>Green ronin has a cool variant for combat that reduces attacks to 1 per hand per turn no mater how many they actually have. Using this variant, you can really get a feel that the six seconds is a series of combative moves that resulted in one ammount of damage. There might have been 9 hits, 3 parrys yada yada yada, but it still resulted in 44 hit points of damage.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2944315, member: 22622"] If you think of initiative as a step by step order of combat. then youve mistaken what initiative actually is. It is simply a decision of deciding the order players go in order for the game to progress smoothly. Each player has a chance to hit or dos omething within the six second span. Thing is think about six seconds, even in martial arts, some oppoonents are just a split second faster, and in combat thats essentially what is going on, split second. Initiative could also be considered a "battle luck roll". YOu manage to hit your opponent a split second before he does. The roll is inconsequential, it only determines the order. The numbers mean nothing after the order is placed. Sure, in real life some people act at the same time. The idea that you'd rather have chaos to insure reality in a game seems a bit absurb. I can't understand why you can't seperate from real life for a second to play a game. HEy, the only true way to simulate combat is to actually run it. Why not just use some imagination. IN combat, its not neccearily one hit, you hit, its a combination of hits, parrys and attacks that result in that damage in that round. When my players talk about their actions, they indicate this. Green ronin has a cool variant for combat that reduces attacks to 1 per hand per turn no mater how many they actually have. Using this variant, you can really get a feel that the six seconds is a series of combative moves that resulted in one ammount of damage. There might have been 9 hits, 3 parrys yada yada yada, but it still resulted in 44 hit points of damage. [/QUOTE]
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Don't make me roll for initiative.........again
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