Gotta disagree here:
Jeff Wilder said:
Yes, but that's not a cool visual.
It's not the same visual. It could be plenty cool, just as the skeletons rising could be plenty dull. For instance, imagine a protagonist racing across the room, as sarcophagi burst open and skeletons rise up around him, but he is swift and skilled and, because of his initiative, manages to reach the BBG before the skeletons are able to interpose. "Your minions were too slow--now it's just you and me." That could be cool.
In these situations, the writer is choosing the cool visual of the rising skeletons over the exactly game equivalent scenario of having the skeletons already risen by the time the PCs enter the room.
This is not true. A PC who scouted ahead would see skeletons that are already there. If the skeletons are rising up, out of the ground, they won't be seen by the scout. Similarly, if the skeletons are rising up around a reach weapon wielder with combat reflexes, there may (depending upon cover) be a lot of AoOs that the PC is entitled to. On the other hand, if the skeletons are already present in the room, they won't provoke AoOs by appearing. On a simpler level, if the room is already full of skeletons, smart PCs will position themselves tactically so as to control the space available to them. If the skeletons rise up at the end of the monologue, PCs are more likely to have positioned themselves so as to deal with a single threat.
Perhaps more to the point, it's a complete waste of the skeletons rising up scene if it is mechanically identical to the skeletons being there in the first place. A quick PC wizard with hold portal should be able to lock one in its sarcophagus. A PC with a reach weapon and combat reflexes should make a hailstorm of broken bones around him. A PC with good movment, good initiative, and tumble should be able to dodge past them or simply run past before they have a chance to get up. If it's a cool scene, the PCs should be a part of it and their abilities (combat reflexes, reach, etc) should function normally in the context of the scene.
Of course, skeletons who start off prone and in a coffin are not the same challenge as skeletons who start the combat standing in appropriate formations, fully armed and ready to act. So, the DM or writer should take that into consideration in writing the scene. With the judgement that it's a net positive for the PCs if the skeletons have to spend their first round extricating themselves from their circumstances and may provoke AoOs while doing so, for instance, you could judge that it is an EL modifier of -1 and use 1 1/2 times as many "rising up" skeletons as you would "ready" skeletons to achieve the same anticipated challenge. Or, you might say that it makes it MUCH easier and use twice as many skeletons to achieve the challenge that you want.
[/quote]Honestly, if action movie characters acted like PCs continually want to in D&D, action movies would be
incredibly short and boring.[/QUOTE]
IME, PCs don't all want to act the same way in D&D. However, the more or less efficient model that we're discussing here has resulted in more than a few good action movies. Under Siege comes to mind, and I suspect that Air Force One mostly meshes with the approach too. IIRC, Apocalypto worked on a similar style too. (And, to the degree that it was an action movie, Unforgiven took the direct approach). Now, there are some good action movies that didn't take this approach (to the degree that it's an action movie, for instance, Willow did not take this approach and Star Wars didn't consistently take it (though Han Solo did)), so I don't think you have to take the efficient approach in order to make things exciting, but it's certainly possible to make exciting movies where the main characters are as direct and don't forgoe advantages for style's sake.