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<blockquote data-quote="Shallown" data-source="post: 1835073" data-attributes="member: 1368"><p>Yeah initaitive is a lot easier to do roll once and go in order. </p><p></p><p>But it sometimes gets to be a pain when you start including ready actions and holding actions etc.</p><p></p><p>Best thing to do is get someone else to keep track. We have aplayer keep track of initiative it helps the GM out.</p><p></p><p>As far as OofO go. It is important the players know when they trigger one. This saves you a lot of trouble. When I move my character I tell the GM I'm triggering one so he doesn't have to worry about it. It is everyone's responsibility to know the basic rules.</p><p></p><p>I think they adda touch of realism (justa touch <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) and they also add some drama if you play up the idea of taking the risk of an AofO when it could take a character down. It also makes those who have invested in mobility based archetypes really shine. that rouge or swashbuckler tumbling in among the bad guys makes it sort of cool.</p><p></p><p>I think for the most part focus on rules till they become second nature which usually doesn't take more than a session or two for the basics then start fleshing out the descriptives. The rules actually support a descriptive style if you keep that in your mind as much as you do the mechanics. I know I have a bad habit of focusing on rules and forggetting the descriptitve. Takes a little will power and focus to bring that back in.</p><p></p><p>Remeber rules are just a tool to achieve a goal. What goal depends on the group.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1835073, member: 1368"] Yeah initaitive is a lot easier to do roll once and go in order. But it sometimes gets to be a pain when you start including ready actions and holding actions etc. Best thing to do is get someone else to keep track. We have aplayer keep track of initiative it helps the GM out. As far as OofO go. It is important the players know when they trigger one. This saves you a lot of trouble. When I move my character I tell the GM I'm triggering one so he doesn't have to worry about it. It is everyone's responsibility to know the basic rules. I think they adda touch of realism (justa touch :) ) and they also add some drama if you play up the idea of taking the risk of an AofO when it could take a character down. It also makes those who have invested in mobility based archetypes really shine. that rouge or swashbuckler tumbling in among the bad guys makes it sort of cool. I think for the most part focus on rules till they become second nature which usually doesn't take more than a session or two for the basics then start fleshing out the descriptives. The rules actually support a descriptive style if you keep that in your mind as much as you do the mechanics. I know I have a bad habit of focusing on rules and forggetting the descriptitve. Takes a little will power and focus to bring that back in. Remeber rules are just a tool to achieve a goal. What goal depends on the group. Later [/QUOTE]
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