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General Tabletop Discussion
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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="5ekyu" data-source="post: 7761900" data-attributes="member: 6919838"><p>"Ahead of time, sure. But once the swords and axes start flying, forget it."</p><p></p><p>Mostly I see both, sometimes its things they discussed out of combat then work towards in combat. Add in a random roll between stages in a combat and you vastly reduce opportunities to implement plans just due to the added random screw of a new unit roll.</p><p></p><p>"Even if it's random they can still choose who goes when, but it would involve a lot of delaying while people waited for other turns to come up - in other words, their ability to pull off their co-ordinated plan comes at a cost of frequently acting late in the round. "</p><p></p><p>5e does not have delay, so if you are meaning this for some other game, not 5e, that's fine. 5e has ready and ready limits you to a rather selective sub-set of options and the if-then etc.</p><p></p><p>" The worst part in cyclic init. is that the players also know when the opponent's turns are (or will after the first round), allowing them not ony "</p><p></p><p>That's a feature, not a bug, it's not a problem, it's an option. </p><p></p><p>Really, what makes it some objective problem ?</p><p></p><p>Both sides in a cyclic init learn the order and can make choices based on it.</p><p></p><p>Why is it good or better to have a random re-order at specified times making that "break for new init" a much bigger element in how the combat plays?</p><p></p><p>"More random" and "less choice driven" are not goals I would choose to enhance combat scenes if I was focusing "on the fiction of the scene" because "random" does not care about fiction.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7761900, member: 6919838"] "Ahead of time, sure. But once the swords and axes start flying, forget it." Mostly I see both, sometimes its things they discussed out of combat then work towards in combat. Add in a random roll between stages in a combat and you vastly reduce opportunities to implement plans just due to the added random screw of a new unit roll. "Even if it's random they can still choose who goes when, but it would involve a lot of delaying while people waited for other turns to come up - in other words, their ability to pull off their co-ordinated plan comes at a cost of frequently acting late in the round. " 5e does not have delay, so if you are meaning this for some other game, not 5e, that's fine. 5e has ready and ready limits you to a rather selective sub-set of options and the if-then etc. " The worst part in cyclic init. is that the players also know when the opponent's turns are (or will after the first round), allowing them not ony " That's a feature, not a bug, it's not a problem, it's an option. Really, what makes it some objective problem ? Both sides in a cyclic init learn the order and can make choices based on it. Why is it good or better to have a random re-order at specified times making that "break for new init" a much bigger element in how the combat plays? "More random" and "less choice driven" are not goals I would choose to enhance combat scenes if I was focusing "on the fiction of the scene" because "random" does not care about fiction. [/QUOTE]
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