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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6601002" data-attributes="member: 82106"><p>Well, you have this also in AD&D (and possibly earlier versions though its much more murky), the players are supposed to decide their actions BEFORE initiative is rolled (often ignored). Technically the DM is supposed to do so also, but its hard to enforce. However the exact nature of these declarations isn't spelled out (IE do you have to decide exactly who you are attacking or just that you are swinging your sword). Coupled with other large grey areas in the combat rules the effect is pretty variable from table to table.</p><p></p><p></p><p>Sounds a lot like the Star Fleet Battles 'impulse' system. The turn is broken down into 32 impulses. Before the turn starts each player allocates energy for that turn, thus deciding between offense, defense, and movement essentially. Depending on which variants of the rules you use you then plot your movement for the entire turn, or not. In either case there are various techniques to acquire 'reserve power' which lets you make mid-turn changes. In any case each weapon generally can attack once per turn, on any impulse, and units move in a pro-rated simultaneous fashion (speed 31 is the maximum, at which speed you move on all but impulse 1, if your speed was 8 you'd move on impulses 5, 9, 13, 17, 21, 25, 29, and 32). Its a pretty workable system when you have a small number of ships on each side, but it breaks down quickly if the battle is very complex. Obviously if each individual 'unit' is simpler then it isn't so bad.</p><p></p><p></p><p></p><p>Well, you are still going first in 4e, you may not kill anyone on round 1, but debuffs are quite feasible, and beyond that you'll still go ahead of the other guy again on round 2, at which point its more likely you'll off him before he can act. Its not utterly critical to go first, but its handy. A good dex and one or another of the initiative bonus feats can be a pretty nice idea, especially for a controller.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6601002, member: 82106"] Well, you have this also in AD&D (and possibly earlier versions though its much more murky), the players are supposed to decide their actions BEFORE initiative is rolled (often ignored). Technically the DM is supposed to do so also, but its hard to enforce. However the exact nature of these declarations isn't spelled out (IE do you have to decide exactly who you are attacking or just that you are swinging your sword). Coupled with other large grey areas in the combat rules the effect is pretty variable from table to table. Sounds a lot like the Star Fleet Battles 'impulse' system. The turn is broken down into 32 impulses. Before the turn starts each player allocates energy for that turn, thus deciding between offense, defense, and movement essentially. Depending on which variants of the rules you use you then plot your movement for the entire turn, or not. In either case there are various techniques to acquire 'reserve power' which lets you make mid-turn changes. In any case each weapon generally can attack once per turn, on any impulse, and units move in a pro-rated simultaneous fashion (speed 31 is the maximum, at which speed you move on all but impulse 1, if your speed was 8 you'd move on impulses 5, 9, 13, 17, 21, 25, 29, and 32). Its a pretty workable system when you have a small number of ships on each side, but it breaks down quickly if the battle is very complex. Obviously if each individual 'unit' is simpler then it isn't so bad. Well, you are still going first in 4e, you may not kill anyone on round 1, but debuffs are quite feasible, and beyond that you'll still go ahead of the other guy again on round 2, at which point its more likely you'll off him before he can act. Its not utterly critical to go first, but its handy. A good dex and one or another of the initiative bonus feats can be a pretty nice idea, especially for a controller. [/QUOTE]
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