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<blockquote data-quote="steeldragons" data-source="post: 6630124" data-attributes="member: 92511"><p>I had no indication that is was all that popular. But ok.</p><p></p><p></p><p></p><p>Why not? They're the players. What their characters do/want to try to do is kinda...ya know...their thing.</p><p></p><p></p><p></p><p>Guess I just play with folks a little more...mature? Less concerned with "abusing" things. But I fail to see how, if all PCs have a higher initiative than what I have, what else am I supposed to be doing than letting them know they go first?</p><p></p><p></p><p></p><p>If it is something obviously more than the party can chew, then how do you figure needing to run away is, somehow, "removed" if they are acting first?</p><p></p><p></p><p></p><p>Again, type of players/playstyle and maturity, I suppose come in here. I expect my player of an Int. 2 fighter to act as an Int. 2 fighter. I expect the other players, knowing this about the character, will somehow try to stop him from charging in if the mage plans to throw a fireball...but maybe they won't...maybe he'll listen...maybe he won't and the characters can bitch him out after for "screwing up their plan, you moron!"...or the mage's player can decide, all on his own without any need for my interference, to cast his fireball anyway.</p><p></p><p>Again, this is all player decisions. As DM, I really shouldn't need to burden myself to "direct" any of this.</p><p></p><p>1) If they want to calculate by the numbers, halfling rogue goes first, then mage with the +2 dex. mod, then Int. 2 fighter...and play that way/in that order...that's fine.</p><p>2) If they've won initiative outright, they're all still going before any of my guys. So what difference does that make versus, say, clockwise round the table: fighter, rogue, mage. That's fine too...from my side of things...because they're all going/rolled higher initative than my side.</p><p>...or</p><p>3) let the players take their 30 seconds to a minute to confer for a quickie plan/consensus, and then me saying "Ok, so what's happening?" Player 1 says: "Dilbert ducks behind Smasho who stands ready to dive in as soon as Ballistopholes finishes his spell." Finety fine fine.</p><p></p><p>Any of those can happen before I, as DM, am rolling anything...if I've lost the initiative, outright. If it's a case of some PCs going first and some going after me, then, obviously, that can't happen. </p><p></p><p>But, if all of the party [with or without their mods] beats out what I roll [+any of my enemy guys' mods], then what difference does it make HOW the players want to handle it? They're all still going first...so why add complexity -from my end! the players are welcome to complicate things among themselves as much as they want- where it's not necessary.</p><p></p><p></p><p></p><p>Ah! I see where the confusion is. </p><p></p><p>1) The game is not any "tactically easier" as any other since the whole party is not ALWAYS winning initiative. AND init. changes from round to round. So how is this so much more easy/taking something tactical away from the game? It can change next round without even blinking.</p><p></p><p>and 2) I play a fantasy RPG in a fantasy world. What is "[more or] less realistic to how combat would unfold in real life" is really not at all a concern/factor. EDIT to add/clarify: I DM off a meter of "makes sense." Telling me what the realistic real world results of something are, is generally not more important than/going to change my mind if it doesn't "make sense" in the given scenario. </p><p></p><p>Someone has to go first. Someone has to go next. SOmeone has to go last. That's the system. That's how the game plays. Mentally/imagery- wise, yeah, some things are all happening at once and some are happening before others. I'm not really fussed which is which, nor are all that many players I've encountered, as long as combat is exciting, fast moving, maybe a bit cinematic at times, and fun. </p><p></p><p>So, there's where you're having difficulty/confusion is arising: Assuming that what you deem important [a.k.a. "fun"] in the game is what other people hold in similar/equal esteem. No big. It trips us all up from time to time.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6630124, member: 92511"] I had no indication that is was all that popular. But ok. Why not? They're the players. What their characters do/want to try to do is kinda...ya know...their thing. Guess I just play with folks a little more...mature? Less concerned with "abusing" things. But I fail to see how, if all PCs have a higher initiative than what I have, what else am I supposed to be doing than letting them know they go first? If it is something obviously more than the party can chew, then how do you figure needing to run away is, somehow, "removed" if they are acting first? Again, type of players/playstyle and maturity, I suppose come in here. I expect my player of an Int. 2 fighter to act as an Int. 2 fighter. I expect the other players, knowing this about the character, will somehow try to stop him from charging in if the mage plans to throw a fireball...but maybe they won't...maybe he'll listen...maybe he won't and the characters can bitch him out after for "screwing up their plan, you moron!"...or the mage's player can decide, all on his own without any need for my interference, to cast his fireball anyway. Again, this is all player decisions. As DM, I really shouldn't need to burden myself to "direct" any of this. 1) If they want to calculate by the numbers, halfling rogue goes first, then mage with the +2 dex. mod, then Int. 2 fighter...and play that way/in that order...that's fine. 2) If they've won initiative outright, they're all still going before any of my guys. So what difference does that make versus, say, clockwise round the table: fighter, rogue, mage. That's fine too...from my side of things...because they're all going/rolled higher initative than my side. ...or 3) let the players take their 30 seconds to a minute to confer for a quickie plan/consensus, and then me saying "Ok, so what's happening?" Player 1 says: "Dilbert ducks behind Smasho who stands ready to dive in as soon as Ballistopholes finishes his spell." Finety fine fine. Any of those can happen before I, as DM, am rolling anything...if I've lost the initiative, outright. If it's a case of some PCs going first and some going after me, then, obviously, that can't happen. But, if all of the party [with or without their mods] beats out what I roll [+any of my enemy guys' mods], then what difference does it make HOW the players want to handle it? They're all still going first...so why add complexity -from my end! the players are welcome to complicate things among themselves as much as they want- where it's not necessary. Ah! I see where the confusion is. 1) The game is not any "tactically easier" as any other since the whole party is not ALWAYS winning initiative. AND init. changes from round to round. So how is this so much more easy/taking something tactical away from the game? It can change next round without even blinking. and 2) I play a fantasy RPG in a fantasy world. What is "[more or] less realistic to how combat would unfold in real life" is really not at all a concern/factor. EDIT to add/clarify: I DM off a meter of "makes sense." Telling me what the realistic real world results of something are, is generally not more important than/going to change my mind if it doesn't "make sense" in the given scenario. Someone has to go first. Someone has to go next. SOmeone has to go last. That's the system. That's how the game plays. Mentally/imagery- wise, yeah, some things are all happening at once and some are happening before others. I'm not really fussed which is which, nor are all that many players I've encountered, as long as combat is exciting, fast moving, maybe a bit cinematic at times, and fun. So, there's where you're having difficulty/confusion is arising: Assuming that what you deem important [a.k.a. "fun"] in the game is what other people hold in similar/equal esteem. No big. It trips us all up from time to time. [/QUOTE]
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