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General Tabletop Discussion
*Dungeons & Dragons
New Action Type for more cooperative battles
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<blockquote data-quote="Satyrn" data-source="post: 7108404" data-attributes="member: 6801204"><p>What you've started on is neat, and could evolve into a really cool tactical ruleset. Props for that.</p><p></p><p>But my group does something I think you ought to consider, too. I quoted what I did because that's exactly what we changed.</p><p></p><p>We use a sort of Group Initiative that works like so:</p><p>All the players act together as one turn, in whichever order they want, changing it up each round depending on whatever they think is best for whatever reason. For example, when the wizard wants to cast hold person, he'll likely go first so the rest of the party can benefit from it immediately. While in another round the wizard may be on "mop up duty" holding off until everyone acts so that he can target his magic missile at the foes the melee bashers have grievously injured but not dropped. The tactics generally do change from round to round, enough to get the feel of an evolving strategy</p><p></p><p>Then all the monsters act together as one turn. Etc.</p><p></p><p></p><p>Initiative is rolled as normal. The PCs who beat the monsters' initiative get to act as above, the monsters go, and then the whole party acts again (with those who won initiative getting to go again before those who lost if they choose).</p><p></p><p>We have each player take his turn individually - once one player starts his turn everyone else shuts up - but you could even have everyone acting simultaneously: For example the fighter moves, the wizard casts a spell the fighter attacks, the rogue moves up beside the fighter and sneak attacks, the fighter moves to another foe and attacks again. Although that could get messy.</p></blockquote><p></p>
[QUOTE="Satyrn, post: 7108404, member: 6801204"] What you've started on is neat, and could evolve into a really cool tactical ruleset. Props for that. But my group does something I think you ought to consider, too. I quoted what I did because that's exactly what we changed. We use a sort of Group Initiative that works like so: All the players act together as one turn, in whichever order they want, changing it up each round depending on whatever they think is best for whatever reason. For example, when the wizard wants to cast hold person, he'll likely go first so the rest of the party can benefit from it immediately. While in another round the wizard may be on "mop up duty" holding off until everyone acts so that he can target his magic missile at the foes the melee bashers have grievously injured but not dropped. The tactics generally do change from round to round, enough to get the feel of an evolving strategy Then all the monsters act together as one turn. Etc. Initiative is rolled as normal. The PCs who beat the monsters' initiative get to act as above, the monsters go, and then the whole party acts again (with those who won initiative getting to go again before those who lost if they choose). We have each player take his turn individually - once one player starts his turn everyone else shuts up - but you could even have everyone acting simultaneously: For example the fighter moves, the wizard casts a spell the fighter attacks, the rogue moves up beside the fighter and sneak attacks, the fighter moves to another foe and attacks again. Although that could get messy. [/QUOTE]
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New Action Type for more cooperative battles
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