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Simultaneous Movement, please proof
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<blockquote data-quote="radmod" data-source="post: 5320279" data-attributes="member: 93008"><p>Duh, I'm an idiot. Sorry, it's 3.5 - these are rules I created in 2.0 but never codified them so much as now.</p><p></p><p>Yeah, but that's game mechanics. I have a real problem with standard initiative and simultaneous, quite frankly, is not only more realistic but also natural. I've trained several newbies and I never have to explain initiative to them.</p><p></p><p>Remember this is only for the rare instances it becomes necessary. Over the course of thousands of encounters over the last 20 years, I think I've had to sit down and figure exactly where people wind up maybe a dozen times, if that. Usually, though, opposing creatures move to this spot or that and you don't have to break it down.</p><p></p><p>You know, a player I know said that technically, even in standard initiative, you had to declare your actions at the beginning of a round but I don't think he's right about that.</p><p>I didn't really want to get into this yet, but, yes, in simultaneous, you have to declare your actions at the beginning of the round. The default action is a full attack option. However, you can change or modify your actions based on what occurs: for example, I'm moving to here and shooting an arrow at the orc - then when you see a mage appear you can shoot him instead. You can't do that in standard initiative. Also players have to be quicker on their feet which makes the combat more exciting. And, of course, invariably players tend to wait until their initiative to decide what to do which slows down encounters dramatically. I once determined that using simultaneous (with a few other 'tricks') sped up combats by a factor of three or four on average.</p><p></p><p>These were just the rules for the movement. Later on I mention that you can attempt to bull-rush or even over-run an opponent. However, if you do neither, you must stop since two creatures cannot occupy the same space. Likewise, since the whole point was that you were trying to enter the space but lost out to someone else it makes it hard to suddenly change your direction in a mere half-second and you lose your momentum, hence you drop back to zero on your track.</p><p></p><p>Also what I didn't mention is that in using this process, technically, you can decide your movement each segment. You are not 'forced' to attempt to move to a location; you are just forced to use a move action for half a round. For example, you say that you want to hop onto elevator Two. You move towards it in the first segment only to see that someone else will get there before you. Quick, what do you do? Elevator One or Three?</p><p>(I actually did a version of Musical Chairs of Death once using these movement rules)</p></blockquote><p></p>
[QUOTE="radmod, post: 5320279, member: 93008"] Duh, I'm an idiot. Sorry, it's 3.5 - these are rules I created in 2.0 but never codified them so much as now. Yeah, but that's game mechanics. I have a real problem with standard initiative and simultaneous, quite frankly, is not only more realistic but also natural. I've trained several newbies and I never have to explain initiative to them. Remember this is only for the rare instances it becomes necessary. Over the course of thousands of encounters over the last 20 years, I think I've had to sit down and figure exactly where people wind up maybe a dozen times, if that. Usually, though, opposing creatures move to this spot or that and you don't have to break it down. You know, a player I know said that technically, even in standard initiative, you had to declare your actions at the beginning of a round but I don't think he's right about that. I didn't really want to get into this yet, but, yes, in simultaneous, you have to declare your actions at the beginning of the round. The default action is a full attack option. However, you can change or modify your actions based on what occurs: for example, I'm moving to here and shooting an arrow at the orc - then when you see a mage appear you can shoot him instead. You can't do that in standard initiative. Also players have to be quicker on their feet which makes the combat more exciting. And, of course, invariably players tend to wait until their initiative to decide what to do which slows down encounters dramatically. I once determined that using simultaneous (with a few other 'tricks') sped up combats by a factor of three or four on average. These were just the rules for the movement. Later on I mention that you can attempt to bull-rush or even over-run an opponent. However, if you do neither, you must stop since two creatures cannot occupy the same space. Likewise, since the whole point was that you were trying to enter the space but lost out to someone else it makes it hard to suddenly change your direction in a mere half-second and you lose your momentum, hence you drop back to zero on your track. Also what I didn't mention is that in using this process, technically, you can decide your movement each segment. You are not 'forced' to attempt to move to a location; you are just forced to use a move action for half a round. For example, you say that you want to hop onto elevator Two. You move towards it in the first segment only to see that someone else will get there before you. Quick, what do you do? Elevator One or Three? (I actually did a version of Musical Chairs of Death once using these movement rules) [/QUOTE]
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