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Initiative: Evolutions in design
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<blockquote data-quote="Lord Twig" data-source="post: 6798725" data-attributes="member: 31754"><p>I see what your saying, but it seems more work than it's worth. But just to make sure...</p><p></p><p>An example. Four players and one bad guy. Order is 1, 2, 3, bg, 4.</p><p></p><p>First round.</p><p></p><p>Turn one:</p><p>1: I want to shoot the bad guy!</p><p>2: Me too!</p><p>3: Me too!</p><p>4: And me!</p><p>GM: Ok and the bad guy wants to shoot you guys. I guess 1 goes first.</p><p>1: Okay, I hit. (damage is done, etc.)</p><p></p><p>Still turn one:</p><p>GM: Ok. Now...</p><p>2: I shoot!</p><p>3: Me too!</p><p>4: Me too!</p><p>1: I'll shoot too! I still have an action left.</p><p>GM: Ok, the bad guy want to shoot you guys too...</p><p></p><p>I assumed you would just go to the second player's turn if there was still a conflict? Or do you go by highest Dex (or Empathy, or Moxy, or arbitrary go-first-stat, or whatever)? But how is that better?</p><p></p><p>I mean, I'm sure that sometimes people just want to move or might volunteer to go after some one else because of the action they are taking, but it is a lot of negotiation for each turn. Or maybe someone will save all their actions until everyone else has used all of their's so they get several moves in a row, but how does that make sense from a verisimilitude perspective?</p><p>Why would that character suddenly be able to do a bunch of things while no one else can react? Or what if two people want to wait till everyone else used their turns? Do you force the faster person to go first? Or the slower? Or do they both just lose their turns?</p><p></p><p>Sorry this is a little longer than I expected, but I don't quite understand how this would work. Or what the benefit of it would be.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 6798725, member: 31754"] I see what your saying, but it seems more work than it's worth. But just to make sure... An example. Four players and one bad guy. Order is 1, 2, 3, bg, 4. First round. Turn one: 1: I want to shoot the bad guy! 2: Me too! 3: Me too! 4: And me! GM: Ok and the bad guy wants to shoot you guys. I guess 1 goes first. 1: Okay, I hit. (damage is done, etc.) Still turn one: GM: Ok. Now... 2: I shoot! 3: Me too! 4: Me too! 1: I'll shoot too! I still have an action left. GM: Ok, the bad guy want to shoot you guys too... I assumed you would just go to the second player's turn if there was still a conflict? Or do you go by highest Dex (or Empathy, or Moxy, or arbitrary go-first-stat, or whatever)? But how is that better? I mean, I'm sure that sometimes people just want to move or might volunteer to go after some one else because of the action they are taking, but it is a lot of negotiation for each turn. Or maybe someone will save all their actions until everyone else has used all of their's so they get several moves in a row, but how does that make sense from a verisimilitude perspective? Why would that character suddenly be able to do a bunch of things while no one else can react? Or what if two people want to wait till everyone else used their turns? Do you force the faster person to go first? Or the slower? Or do they both just lose their turns? Sorry this is a little longer than I expected, but I don't quite understand how this would work. Or what the benefit of it would be. [/QUOTE]
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