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Gandalf Initiative...more Mearls Initiative Fallout
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<blockquote data-quote="Sunseeker" data-source="post: 7175777"><p>I agree, though I do so often wish that players would get into the habit of knowing what <em>possible</em> choices they have available to them at the start of combat. Not everyone's gameplay may be as simple as "Hit the guy with a stick." But generally speaking there are 5 or less possible choices to resolve any given combat (Blast it! Stun it! Run Away! Hold your ground! Help an ally!) and it would be nice if players decided in advance which one they were going to do. Because one you pick one, your next option is usually pretty clear. </p><p></p><p>You're a fighter? You wanna blast it? Hit it with your stick. Can't reach it? Hold your ground and take the Dodge action. NEXT! </p><p></p><p>You're a wizard? Wanna blast it? Not in LOS? Can you reach it? No? Hold your ground: dodge, make a wall of some sort, summon an ally creature. NEXT!</p><p></p><p>You're a rogue? You wanna blast it? It's gonna kill you if you try? Run away!</p><p></p><p>It'd be nice if players understood that some decisions need to be made <em>before</em> you take them, and some need to be made <em>after</em>. It might be worthwhile in a system like this to "refund" players "initiative points" on the next turn.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7175777"] I agree, though I do so often wish that players would get into the habit of knowing what [I]possible[/I] choices they have available to them at the start of combat. Not everyone's gameplay may be as simple as "Hit the guy with a stick." But generally speaking there are 5 or less possible choices to resolve any given combat (Blast it! Stun it! Run Away! Hold your ground! Help an ally!) and it would be nice if players decided in advance which one they were going to do. Because one you pick one, your next option is usually pretty clear. You're a fighter? You wanna blast it? Hit it with your stick. Can't reach it? Hold your ground and take the Dodge action. NEXT! You're a wizard? Wanna blast it? Not in LOS? Can you reach it? No? Hold your ground: dodge, make a wall of some sort, summon an ally creature. NEXT! You're a rogue? You wanna blast it? It's gonna kill you if you try? Run away! It'd be nice if players understood that some decisions need to be made [I]before[/I] you take them, and some need to be made [I]after[/I]. It might be worthwhile in a system like this to "refund" players "initiative points" on the next turn. [/QUOTE]
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