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Solving the problem of initiative.
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<blockquote data-quote="Nagol" data-source="post: 6969601" data-attributes="member: 23935"><p>I get the dissatisfaction in the OP, but not any specific complaint so it is difficult to address directly.</p><p></p><p>There are a few variations I find interesting or engaging.</p><p></p><p>1) Simultaneous declaration followed by ordered resolution. At the start of a round, all participants declare what they are going to do (down to where area of effects will be placed) and then initiative is rolled/triggered. Since everyone makes their choices at the same moment with the same information, the resolution phase gets more chaotic and the after-action narrative less linear. Who goes when becomes less important unless those characters are engaged in a form on contest and the combat can often be broken down into a set of smaller self-contained engagements for quick determination inside the round. Though time-consuming, additional humour can be derived by keeping the declarations secret for simultaneous reveal. "What do you mean none of us are attacking the guy casting the ritual? I thought you were going after him, arrgh!" </p><p></p><p>2) The person with initiative chooses the next person to go. The initial initiative determination only provides who goes first. As the character completes its turn, the player chooses the next character -- on any side -- who goes next. The character who goes last picks the first character to act in the next round. This allows some tactical choices in the combat though it can often result in a huge alpha-strike wave at the beginning if one side thinks it can drop it the other quickly and is willing to gamble in potentially having the survivors of the other side go twice is response.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6969601, member: 23935"] I get the dissatisfaction in the OP, but not any specific complaint so it is difficult to address directly. There are a few variations I find interesting or engaging. 1) Simultaneous declaration followed by ordered resolution. At the start of a round, all participants declare what they are going to do (down to where area of effects will be placed) and then initiative is rolled/triggered. Since everyone makes their choices at the same moment with the same information, the resolution phase gets more chaotic and the after-action narrative less linear. Who goes when becomes less important unless those characters are engaged in a form on contest and the combat can often be broken down into a set of smaller self-contained engagements for quick determination inside the round. Though time-consuming, additional humour can be derived by keeping the declarations secret for simultaneous reveal. "What do you mean none of us are attacking the guy casting the ritual? I thought you were going after him, arrgh!" 2) The person with initiative chooses the next person to go. The initial initiative determination only provides who goes first. As the character completes its turn, the player chooses the next character -- on any side -- who goes next. The character who goes last picks the first character to act in the next round. This allows some tactical choices in the combat though it can often result in a huge alpha-strike wave at the beginning if one side thinks it can drop it the other quickly and is willing to gamble in potentially having the survivors of the other side go twice is response. [/QUOTE]
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