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Simultaneous Initiative (Adapted from Chainmail)
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<blockquote data-quote="Shiroiken" data-source="post: 8407911" data-attributes="member: 6775477"><p>I haven't yet convinced my group to use something like this, but I used it a lot in AD&D. It work really well in theater of the mind, but much less so with miniatures. The free form narrative style of TotM allows some inconsistencies to be smoothed over.</p><p></p><p>The easiest method is to keep the actions simple. You state if you plan a melee attack, ranged attack, spell, etc. Movement isn't declared unless it's extremely important, such as blocking enemies from getting to a spot (intercepting enemies going for the back line characters, blocking off retreat, etc).</p><p></p><p>Yeah, bonus actions and movement really need to be free flowing, including non-actions like item interactions. I'd have everything but movement work similar to reactions, where you choose if you want to use them when they'd be appropriate. Movement would work as needed to complete the action, or bonus action if unused.</p><p></p><p>Rather than just focusing on dex, I'd consider using contested checks appropriate to the actions. Unless the actions would specifically counter each other (i.e. only one person can succeed), why not just let everything occur, then resolve the effects afterward? For example, everyone rolls their attacks and casts their spells, but those who'd die or become disabled still resolve their actions. Conditions don't happen until after resolution, then last at least until the end of the following round's resolution (based on normal duration).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8407911, member: 6775477"] I haven't yet convinced my group to use something like this, but I used it a lot in AD&D. It work really well in theater of the mind, but much less so with miniatures. The free form narrative style of TotM allows some inconsistencies to be smoothed over. The easiest method is to keep the actions simple. You state if you plan a melee attack, ranged attack, spell, etc. Movement isn't declared unless it's extremely important, such as blocking enemies from getting to a spot (intercepting enemies going for the back line characters, blocking off retreat, etc). Yeah, bonus actions and movement really need to be free flowing, including non-actions like item interactions. I'd have everything but movement work similar to reactions, where you choose if you want to use them when they'd be appropriate. Movement would work as needed to complete the action, or bonus action if unused. Rather than just focusing on dex, I'd consider using contested checks appropriate to the actions. Unless the actions would specifically counter each other (i.e. only one person can succeed), why not just let everything occur, then resolve the effects afterward? For example, everyone rolls their attacks and casts their spells, but those who'd die or become disabled still resolve their actions. Conditions don't happen until after resolution, then last at least until the end of the following round's resolution (based on normal duration). [/QUOTE]
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