Philotomy Jurament
First Post
Sadly, I can't claim that one. I stole it from elsewhere (PapersAndPaychecks, maybe?).LOL. Wow, is that funny.
The main argument for announcing is because of spell casters. If you don't announce prior to the roll, spell-casters have a too-clear picture of their chances of being interrupted. That is, announcing prior to the roll is a sort of check on spellcasters; they don't know if it's "safe" to cast a spell or not. I like having that uncertainty and check on spell-casting (tangentially, I think many of the additions in the AD&D initiative rules were made with the purpose of making spell casting more difficult, because at higher levels, the group with initiative tends to take out the enemy with high-level spells immediately unless there are some checks in place).- I would say do not go for an "announce intent before initiative" rule. At this point I'm sold that that's one of the key "bad game design" mistakes...(In AD&D I require announcing actions only for people casting spells.)
(There are other approaches, too. Personally, I use a phased combat sequence derived from Chainmail and Swords & Spells, which has its own way of providing checks on spellcasting. (Lately, I've also been using the simpler version proposed by T. Foster, but using it with the details of the full sequence in mind.)
Full agreement. A "kicker" warps the game, and makes it into something subtly different.I would also not give hp boosts. That radically warps the game as written. And it makes accounting afterwards a pain.