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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6986083" data-attributes="member: 6787650"><p>Yes, if you think that rolling is the bottleneck, you could certainly apply this insight to cyclic initiative and have players roll their dice in advance there, just as easily as you can in simultaneous initiative. (I'm fine with it--I don't consider it my duty to babysit die-rolling to prevent cheating. My only concern is that decision-making should come before resolution, so I ask players not to <em>announce</em> their die rolls until everyone has declared.)</p><p></p><p>I find that decision-making is a bigger bottleneck than die-rolling speed; and it's also good to encourage players to interact with each other as well as with the DM in the course of their decision-making. I don't like how cyclic initiative forces concurrent decision-making to become sequential decision-making; as well as creating other problems like complicating surprise/ambush adjudication. So for me, simply allowing concurrent die-rolling on a cyclic initiative chassis wouldn't be enough to give a fun experience.</p><p></p><p>But if letting players roll dice in advance works for you, hey, it works for you. Optimize the parts that you find slow. (Amdahl's Law.)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6986083, member: 6787650"] Yes, if you think that rolling is the bottleneck, you could certainly apply this insight to cyclic initiative and have players roll their dice in advance there, just as easily as you can in simultaneous initiative. (I'm fine with it--I don't consider it my duty to babysit die-rolling to prevent cheating. My only concern is that decision-making should come before resolution, so I ask players not to [I]announce[/I] their die rolls until everyone has declared.) I find that decision-making is a bigger bottleneck than die-rolling speed; and it's also good to encourage players to interact with each other as well as with the DM in the course of their decision-making. I don't like how cyclic initiative forces concurrent decision-making to become sequential decision-making; as well as creating other problems like complicating surprise/ambush adjudication. So for me, simply allowing concurrent die-rolling on a cyclic initiative chassis wouldn't be enough to give a fun experience. But if letting players roll dice in advance works for you, hey, it works for you. Optimize the parts that you find slow. (Amdahl's Law.) [/QUOTE]
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