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Initiative Reboot [homebrew]
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<blockquote data-quote="5ekyu" data-source="post: 7538957" data-attributes="member: 6919838"><p>As a fan of "action based resolution order ABRO systems (vs say the standard D&D Character Based Resolutions CBRO) where "what you do" mostly determines when it gets done (as opposed to who does it determined when it gets done) I must say that my experience with ABRo of the declare together and the resolve by action in a couple different systems says athat "change your mind" is:</p><p>1 - At conflict with the basic definitions of the system, - what it represents</p><p>2 - Incredibly subject to exploitation</p><p>3 - Prone to huge increases in time and delays (literally two action decision stages per person every round)</p><p></p><p>1 - The very basic core of declare and resolve by actions is that everyone is starting their actions at the start of the turn/round and the "resolution order" is when the actions have been completed - the work done - the effort spent. So when it comes down to "my turn to swing my axe" I have already done the swings and attacks and actions etc - spent the time - done the work - we are just now finishing up "how it turned out". Giving me the chance now at this point to declare a whole new set of actions - what does that mean I was doing? Sitting there admiring the daisies for that extra d8 or whatever it was? </p><p></p><p>2 - In most any system with "change your mind" mechanics, it becomes a matter of system-fu to find the right action to declare with the plan of "reactions" to change to what you really want to do. This is especially true if certain actions have "consequences" - </p><p>one example might be to "declare dodging" knowing that a big bad with a lot of firepower likely will go before me (based on prior choices in the combat) and then "change my mind" to "reckless attack" when my action comes after the BBG in this round. you are exploiting the "speed chart" so to speak but there are likely others at play - but it depends on the specifics of the resolution. Simple fact is it makes your initial declared action just a place holder - with the real and final decision coming later *after seeing other resolutions*.</p><p>3 - basically, you get the slow-down of declared actions as a group at the beginning and then hand each player a "normal decision stage" during the turn as well - just at the cost of a reaction. My experience with ABROs is that that "in the mid-stream change" is HUGE and it will be rare in a multi-facet combat encounter for you to go a turn without seeing it. </p><p></p><p>If your folks are having difficulties with keeping to choices made ahead of time - let me suggest this instead.</p><p></p><p>Whatever your vase init roll/score is - that is when people declare their actions - slowest to fastest - so higher init makes a more informed choice - then use the speed factor to adjudicate the order the actions complete. </p><p></p><p>So in this case - init is a combo of situational awareness and quick thinking - not the speed of the doing but the deciding - and the speed factor order simply represents time taken to "git 'er done."</p><p></p><p>Maybe some of this is helpful. maybe not.</p><p></p><p>But adding in a second "real" choose your actions step to each character is a bad thing in these kinds of resolution systems - worst of both worlds.</p><p></p><p>All that said, if you were going to do it, if i had a gun to my head - i would make it consume not "your reaction" but "your next turn and your reaction for this turn". You would be throwing away your work already done and making a hasty choice to "call up" your next round's effort. That makes it a costly decision.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7538957, member: 6919838"] As a fan of "action based resolution order ABRO systems (vs say the standard D&D Character Based Resolutions CBRO) where "what you do" mostly determines when it gets done (as opposed to who does it determined when it gets done) I must say that my experience with ABRo of the declare together and the resolve by action in a couple different systems says athat "change your mind" is: 1 - At conflict with the basic definitions of the system, - what it represents 2 - Incredibly subject to exploitation 3 - Prone to huge increases in time and delays (literally two action decision stages per person every round) 1 - The very basic core of declare and resolve by actions is that everyone is starting their actions at the start of the turn/round and the "resolution order" is when the actions have been completed - the work done - the effort spent. So when it comes down to "my turn to swing my axe" I have already done the swings and attacks and actions etc - spent the time - done the work - we are just now finishing up "how it turned out". Giving me the chance now at this point to declare a whole new set of actions - what does that mean I was doing? Sitting there admiring the daisies for that extra d8 or whatever it was? 2 - In most any system with "change your mind" mechanics, it becomes a matter of system-fu to find the right action to declare with the plan of "reactions" to change to what you really want to do. This is especially true if certain actions have "consequences" - one example might be to "declare dodging" knowing that a big bad with a lot of firepower likely will go before me (based on prior choices in the combat) and then "change my mind" to "reckless attack" when my action comes after the BBG in this round. you are exploiting the "speed chart" so to speak but there are likely others at play - but it depends on the specifics of the resolution. Simple fact is it makes your initial declared action just a place holder - with the real and final decision coming later *after seeing other resolutions*. 3 - basically, you get the slow-down of declared actions as a group at the beginning and then hand each player a "normal decision stage" during the turn as well - just at the cost of a reaction. My experience with ABROs is that that "in the mid-stream change" is HUGE and it will be rare in a multi-facet combat encounter for you to go a turn without seeing it. If your folks are having difficulties with keeping to choices made ahead of time - let me suggest this instead. Whatever your vase init roll/score is - that is when people declare their actions - slowest to fastest - so higher init makes a more informed choice - then use the speed factor to adjudicate the order the actions complete. So in this case - init is a combo of situational awareness and quick thinking - not the speed of the doing but the deciding - and the speed factor order simply represents time taken to "git 'er done." Maybe some of this is helpful. maybe not. But adding in a second "real" choose your actions step to each character is a bad thing in these kinds of resolution systems - worst of both worlds. All that said, if you were going to do it, if i had a gun to my head - i would make it consume not "your reaction" but "your next turn and your reaction for this turn". You would be throwing away your work already done and making a hasty choice to "call up" your next round's effort. That makes it a costly decision. [/QUOTE]
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