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I need some advice....
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 3140458" data-attributes="member: 32740"><p>[emphaisis mine]</p><p>Sorry, but as I see it chances are very good that this IS your whole problem. There is virtually no reason for this kind of initiative procedure and if what you've stated really sums up your players objections there's NO good reason for using it. Objectiions to cyclic initiative on the basis of "realism" are because they simply fail to understand it. Since everything else being suggested is going to be merely attempts at trying to accomodate the delays caused by not using D&D's cyclic initiative, you'll only be addressing the symptoms not curing the disease. Your players need to explain how on Earth it takes an intitiative roll to help keep them engaged. The argument that MIGHT hold water on their part is not that it helps keep them engaged, but that they enjoy the UNCERTAINTY and the inability to plan and coordinate tactics from round to round. Not that that holds all that much merit either, but it's at least more believable than that they lose attentive focus without it.</p><p></p><p>Even at that, if you think initiative is where you're bogging down then get after them a little. Tell them that if they want to keep things jumbled up with this kind of initiative then they need to be better prepared to move the combats along AT ANY MOMENT. This is a pacing issue created by their insisting on certain methods. If it weren't bothering anyone I'd say let it go, but it clearly creates pacing problems that you can't ignore. If they're gonna create the problem, they can help be part of the solution. People have this problem with cyclic initiative too anyway: players who don't think about what they're doing until their initiative turn comes up. Start getting a little more insistent that no matter HOW they determine initiative order that THEY be better about making it work.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 3140458, member: 32740"] [emphaisis mine] Sorry, but as I see it chances are very good that this IS your whole problem. There is virtually no reason for this kind of initiative procedure and if what you've stated really sums up your players objections there's NO good reason for using it. Objectiions to cyclic initiative on the basis of "realism" are because they simply fail to understand it. Since everything else being suggested is going to be merely attempts at trying to accomodate the delays caused by not using D&D's cyclic initiative, you'll only be addressing the symptoms not curing the disease. Your players need to explain how on Earth it takes an intitiative roll to help keep them engaged. The argument that MIGHT hold water on their part is not that it helps keep them engaged, but that they enjoy the UNCERTAINTY and the inability to plan and coordinate tactics from round to round. Not that that holds all that much merit either, but it's at least more believable than that they lose attentive focus without it. Even at that, if you think initiative is where you're bogging down then get after them a little. Tell them that if they want to keep things jumbled up with this kind of initiative then they need to be better prepared to move the combats along AT ANY MOMENT. This is a pacing issue created by their insisting on certain methods. If it weren't bothering anyone I'd say let it go, but it clearly creates pacing problems that you can't ignore. If they're gonna create the problem, they can help be part of the solution. People have this problem with cyclic initiative too anyway: players who don't think about what they're doing until their initiative turn comes up. Start getting a little more insistent that no matter HOW they determine initiative order that THEY be better about making it work. [/QUOTE]
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