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<blockquote data-quote="Charlaquin" data-source="post: 7333476" data-attributes="member: 6779196"><p>Have you tried it? In my experience it actually speeds up play because there’s no stopping to work out and record the Initiative order at the beginning of combat, and no stalls on players’ turns as they sit there and analyze their options. And even at the beginning of the round, decisions are made faster because players are just picking <em>something</em> to do that will benefit their side, instead of trying to figure out <em>the best</em> option to use in their current circumstance. Plus with everyone declaring actions at the top of the round, there’s more pressure to make a decision quickly because it’s a shared decision making time instead of <em>your turn</em>. Also, as long as you only require the players to declare what action they’ll take (“I will move and Attack with my Rapier” instead of “I will move to this space and attack this orc with my Rapier), it’s actually pretty rare that anyone loses their action. And if you’re still worried about wasted turns, let the player Dash, Dodge, or Disengage instead of their declared action. I agree that it’s lousy as a simulation, but I think the potential for unfun outcomes tends to be vastly overestimated. The primary benefit, in my experience, is vastly improving the flow of gameplay (and by extension the speed) at the cost of more complexity.</p><p></p><p></p><p>Now that’s fair. This can be somewhat mitigated by putting ranged attacks into a slower attack speed category than melee attacks. If you’re the sort to whom “simulation” is important to justify gameplay mechanics, you can say that ranged attacks take longer because they have to be carefully aimed, not to mention the time it takes to draw ammunition and load the weapon.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7333476, member: 6779196"] Have you tried it? In my experience it actually speeds up play because there’s no stopping to work out and record the Initiative order at the beginning of combat, and no stalls on players’ turns as they sit there and analyze their options. And even at the beginning of the round, decisions are made faster because players are just picking [I]something[/I] to do that will benefit their side, instead of trying to figure out [I]the best[/I] option to use in their current circumstance. Plus with everyone declaring actions at the top of the round, there’s more pressure to make a decision quickly because it’s a shared decision making time instead of [I]your turn[/I]. Also, as long as you only require the players to declare what action they’ll take (“I will move and Attack with my Rapier” instead of “I will move to this space and attack this orc with my Rapier), it’s actually pretty rare that anyone loses their action. And if you’re still worried about wasted turns, let the player Dash, Dodge, or Disengage instead of their declared action. I agree that it’s lousy as a simulation, but I think the potential for unfun outcomes tends to be vastly overestimated. The primary benefit, in my experience, is vastly improving the flow of gameplay (and by extension the speed) at the cost of more complexity. Now that’s fair. This can be somewhat mitigated by putting ranged attacks into a slower attack speed category than melee attacks. If you’re the sort to whom “simulation” is important to justify gameplay mechanics, you can say that ranged attacks take longer because they have to be carefully aimed, not to mention the time it takes to draw ammunition and load the weapon. [/QUOTE]
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