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No Initiative Order: How Do You Do It?
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<blockquote data-quote="definiteFreakyFishGuy" data-source="post: 9677380" data-attributes="member: 7050925"><p>I think that I am mostly in agreement.</p><p></p><p>The only thing I don't really see is the importance of the in-game <strong>timescale</strong>. </p><p></p><p>I added this update to a post I already made, which is that the need for order comes in when both conditions are met:</p><p>1. There are stakes.</p><p>2. Fixing an inconsistency from not having a strict ordering is mechanically difficult.</p><p></p><p>Consider, in the example of cleaning the house. It would still matter who finishes first, if the one who finishes first is getting the groceries. The timescale isn't tight like a DND combat, but the order still matters because there are stakes. (And there is no way to change the fact that one of you went to get groceries.)</p><p></p><p>DND Combat doesn't necessarily have to be high stakes. It could be a tavern brawl that is not necessarily narratively significant, with no perma deaths. But it does involve expenditure of resources (HP, spell slots, etc), which is difficult to adjust and retcon. (And we want to track these carefully, because if we don't, there might a deadly combat later where it could matter).</p><p></p><p>I'm mostly happy with my conclusion. But I am happy to listen and learn if you'd like to discuss further.</p></blockquote><p></p>
[QUOTE="definiteFreakyFishGuy, post: 9677380, member: 7050925"] I think that I am mostly in agreement. The only thing I don't really see is the importance of the in-game [B]timescale[/B]. I added this update to a post I already made, which is that the need for order comes in when both conditions are met: 1. There are stakes. 2. Fixing an inconsistency from not having a strict ordering is mechanically difficult. Consider, in the example of cleaning the house. It would still matter who finishes first, if the one who finishes first is getting the groceries. The timescale isn't tight like a DND combat, but the order still matters because there are stakes. (And there is no way to change the fact that one of you went to get groceries.) DND Combat doesn't necessarily have to be high stakes. It could be a tavern brawl that is not necessarily narratively significant, with no perma deaths. But it does involve expenditure of resources (HP, spell slots, etc), which is difficult to adjust and retcon. (And we want to track these carefully, because if we don't, there might a deadly combat later where it could matter). I'm mostly happy with my conclusion. But I am happy to listen and learn if you'd like to discuss further. [/QUOTE]
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