Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6993938" data-attributes="member: 42582"><p>[MENTION=6787650]Hemlock[/MENTION] - does your initiative system handle the "stop motion" issue more smoothly?</p><p></p><p>In our 4e game we just suck it up - because of the way off-turn actions work in that system it's mostly only an issue for zones/auras of auto-damage, and normally they're not doing enough damage relative to a victim's hp that it manifests so absurdly as to be worth worrying about.</p><p></p><p>Back in my RM days it came up more often. The game itself has some rules to help handle it (eg the effects of a stun penalty depended on whether or not you had acted between rolling initiative at the start of the round and suffering the penalty), but they didn't deal with every case. When they didn't, we would either groan and suck it up, or work around it in some fashion on an ad hoc basis. One off-shoot of RM's complexity is that the micro-correlations between mechanical events/processes, and events/processes in the fiction, is often fairly clear, which means that coming up with fair ad hoc workarounds that enjoy table consensus is often not too hard. But it still takes time.</p><p></p><p>RM has a <em>lot</em> of variant initiative/action-economy systems (I would say at least half-a-dozen, maybe more, in print), some of which try to achieve true continuous action, but they can get extremely baroque, and I've never used a fully continuous resolution system.</p><p></p><p>Burning Wheel doesn't use initiative at all - instead it goes (i) blind declaration of positioning and actions (which can include attack, parry, dodge, push, lock, etc - all the usual stuff), (ii) positioning roll to work out who gets their desired positioning advantage, (iii) simultaneous resolution. A quirk of the system is that some characters can have more actions than others, which spill over into unopposed action "slots". So a big part of making your declaration is trying to optimise things so you can get off a good strike in an unopposed "slot".</p><p></p><p>It's quite intricate, and much better for duels than large melees - the game offers other, mechanically simpler ways for handling fights where the intricacy is not warranted. But at least in my experience so far it doesn't produce "stop motion" paradoxes.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6993938, member: 42582"] [MENTION=6787650]Hemlock[/MENTION] - does your initiative system handle the "stop motion" issue more smoothly? In our 4e game we just suck it up - because of the way off-turn actions work in that system it's mostly only an issue for zones/auras of auto-damage, and normally they're not doing enough damage relative to a victim's hp that it manifests so absurdly as to be worth worrying about. Back in my RM days it came up more often. The game itself has some rules to help handle it (eg the effects of a stun penalty depended on whether or not you had acted between rolling initiative at the start of the round and suffering the penalty), but they didn't deal with every case. When they didn't, we would either groan and suck it up, or work around it in some fashion on an ad hoc basis. One off-shoot of RM's complexity is that the micro-correlations between mechanical events/processes, and events/processes in the fiction, is often fairly clear, which means that coming up with fair ad hoc workarounds that enjoy table consensus is often not too hard. But it still takes time. RM has a [I]lot[/I] of variant initiative/action-economy systems (I would say at least half-a-dozen, maybe more, in print), some of which try to achieve true continuous action, but they can get extremely baroque, and I've never used a fully continuous resolution system. Burning Wheel doesn't use initiative at all - instead it goes (i) blind declaration of positioning and actions (which can include attack, parry, dodge, push, lock, etc - all the usual stuff), (ii) positioning roll to work out who gets their desired positioning advantage, (iii) simultaneous resolution. A quirk of the system is that some characters can have more actions than others, which spill over into unopposed action "slots". So a big part of making your declaration is trying to optimise things so you can get off a good strike in an unopposed "slot". It's quite intricate, and much better for duels than large melees - the game offers other, mechanically simpler ways for handling fights where the intricacy is not warranted. But at least in my experience so far it doesn't produce "stop motion" paradoxes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
Top