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<blockquote data-quote="Sunseeker" data-source="post: 7356265"><p>In your example, the attack would "go to waste". But since the player is rolling their attacks at the same time, and then their damage at the same time, I only report the outcome of the total damage. "Your quick succession of attacks finish the beast off!" Does it really matter if the second attack went to waste? I generally try to avoid reporting HP numbers to my players. "He looks healthy!" "He looks a little roughed up." "He looks pretty bloody." "He's barely hanging in there." </p><p></p><p>Typically I will frame actions in "blocks". The player goes, declares what he does, who he does it to, and how much of an effect it produces. I will then respond to <em>that</em> and then provide a response, if there is one. IMO, a "turn" is so fast you may not know if it was your first punch that finished the beast or your second, or third. It's when you pause that you'll see the outcome. </p><p></p><p></p><p>Usually, I'll have Bob and Jon roll a quick initiative check. If Bob wins, sorry Jon, he snuck off before you could cast your spell. If Jon wins, Jon notices Bob before he leaves and casts the spell, and then I make Bob re-roll. Could be better...could be worse. That's a risk they'll have to take, otherwise I'll run the system as "Too late Jon." every time. </p><p></p><p></p><p>Same answer. Tom needs to show his PC was quicker than Bobs PCs mouth. If they don't like it, they can play the alternative system of "Too bad, so sad."</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7356265"] In your example, the attack would "go to waste". But since the player is rolling their attacks at the same time, and then their damage at the same time, I only report the outcome of the total damage. "Your quick succession of attacks finish the beast off!" Does it really matter if the second attack went to waste? I generally try to avoid reporting HP numbers to my players. "He looks healthy!" "He looks a little roughed up." "He looks pretty bloody." "He's barely hanging in there." Typically I will frame actions in "blocks". The player goes, declares what he does, who he does it to, and how much of an effect it produces. I will then respond to [I]that[/I] and then provide a response, if there is one. IMO, a "turn" is so fast you may not know if it was your first punch that finished the beast or your second, or third. It's when you pause that you'll see the outcome. Usually, I'll have Bob and Jon roll a quick initiative check. If Bob wins, sorry Jon, he snuck off before you could cast your spell. If Jon wins, Jon notices Bob before he leaves and casts the spell, and then I make Bob re-roll. Could be better...could be worse. That's a risk they'll have to take, otherwise I'll run the system as "Too late Jon." every time. Same answer. Tom needs to show his PC was quicker than Bobs PCs mouth. If they don't like it, they can play the alternative system of "Too bad, so sad." [/QUOTE]
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