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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Maxperson" data-source="post: 7761697" data-attributes="member: 23751"><p>And that sets up problems. You've established the fist being an inch or less from the face of the person being punched, and yet if his guards kill you, that attack never lands gets an attack roll..........somehow. That's why it's better to do it the way I do and just use it as signaling that you are going to attack, not that you are attacking. The fist cocked back is plenty sufficient to illustrate that something bad is going to happen, without setting up the problem of a punch that has all but hit(all attendant actions up until the moment of determining whether the punch hits or not), yet never gets an attack roll. Because if the punch is that close to getting an attack roll, virtually nothing could stop that attack roll, even being killed by 4 guards.</p><p></p><p></p><p></p><p>Sure they do. All attacks don't happen in the same second or fraction of a second. It's rare for something truly simultaneous to happen.</p><p></p><p></p><p>Where initiative goes wrong is in carrying over round to round. It's not even remotely realistic that people will have the same timing over and over and over. I will be changing initiative after this first campaign to be re-rolled every round to represent a more realistic in-game initiative.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7761697, member: 23751"] And that sets up problems. You've established the fist being an inch or less from the face of the person being punched, and yet if his guards kill you, that attack never lands gets an attack roll..........somehow. That's why it's better to do it the way I do and just use it as signaling that you are going to attack, not that you are attacking. The fist cocked back is plenty sufficient to illustrate that something bad is going to happen, without setting up the problem of a punch that has all but hit(all attendant actions up until the moment of determining whether the punch hits or not), yet never gets an attack roll. Because if the punch is that close to getting an attack roll, virtually nothing could stop that attack roll, even being killed by 4 guards. Sure they do. All attacks don't happen in the same second or fraction of a second. It's rare for something truly simultaneous to happen. Where initiative goes wrong is in carrying over round to round. It's not even remotely realistic that people will have the same timing over and over and over. I will be changing initiative after this first campaign to be re-rolled every round to represent a more realistic in-game initiative. [/QUOTE]
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