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<blockquote data-quote="Herremann the Wise" data-source="post: 1813028" data-attributes="member: 11300"><p>Hi knifespeaks,</p><p></p><p>I suppose here is a way to answer questions 2 and 3. Remember this is simplified and makes several assumptions. Hopefully though, it allows you to apply some sense of logic to the 3.0/3.5 initiative format.</p><p></p><p>The only time where "initiative" reaction really counts is at the very beginning of combat. As such, you can catch enemies unaware who have not yet acted. Once everyone has acted though, it is all happening and so initiative counts for little as everyone responds to what's occuring.</p><p></p><p>As for Full Round, Standard and Move Equivalent actions, here's an explanation that may apply.</p><p></p><p>If you don't have to concentrate too hard on doing anything else you can move double your movement (or more if you run). However, in doing so, you give yourself little chance to think about doing anything else. If on the other hand you wish to do something that requires a certain degree of concentration, you can't move quite as far. Note that this assumes that the move equivalent action and the standard action happen at the same time, not one after the other. In fact, I think that if you assume that actions either happen at pretty much the same time or overlap, your understanding of actions will improve.</p><p>However, if you wish to perform a full round action, it takes up so much concentration that one could not even possibly move more than a step whilst trying to do it.</p><p></p><p>Of interest, feats such as quickdraw, combat reflexes and so on allow you to do their actions without requiring much thought, they are assumed to be instinctive.</p><p></p><p>Hope this helps.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 1813028, member: 11300"] Hi knifespeaks, I suppose here is a way to answer questions 2 and 3. Remember this is simplified and makes several assumptions. Hopefully though, it allows you to apply some sense of logic to the 3.0/3.5 initiative format. The only time where "initiative" reaction really counts is at the very beginning of combat. As such, you can catch enemies unaware who have not yet acted. Once everyone has acted though, it is all happening and so initiative counts for little as everyone responds to what's occuring. As for Full Round, Standard and Move Equivalent actions, here's an explanation that may apply. If you don't have to concentrate too hard on doing anything else you can move double your movement (or more if you run). However, in doing so, you give yourself little chance to think about doing anything else. If on the other hand you wish to do something that requires a certain degree of concentration, you can't move quite as far. Note that this assumes that the move equivalent action and the standard action happen at the same time, not one after the other. In fact, I think that if you assume that actions either happen at pretty much the same time or overlap, your understanding of actions will improve. However, if you wish to perform a full round action, it takes up so much concentration that one could not even possibly move more than a step whilst trying to do it. Of interest, feats such as quickdraw, combat reflexes and so on allow you to do their actions without requiring much thought, they are assumed to be instinctive. Hope this helps. Best Regards Herremann the Wise [/QUOTE]
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