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<blockquote data-quote="tetrasodium" data-source="post: 8877554" data-attributes="member: 93670"><p>This comes off sounding a lot like suggesting a return of 2e style "combat secquence"</p><p>[spoiler="this is it"]</p><p>TheCombat Sequence</p><p></p><p>In real life, combat is one of the closest things to pure anarchy. Each side is attempting to harm the other, essentially causing disorder and chaos. Thus, combats are filled with unknowns—unplanned events, failed attacks, lack of communication, and general confusion and uncertainty. However, to play a battle in the game, it is necessary to impose some order on the actions. Within a </p><p>combat round, there is a set series of steps that must be followed. These are:</p><p>1. The <strong>DM <u><em>decides</em></u></strong> what actions the monsters or NPCs will take, including casting spells, if any.</p><p>2. The <strong>players</strong> <strong><em><u>indicate</u></em></strong> what their characters will do, including and casting of spells.</p><p>3. Initiative is determined.</p><p>4. Attacks are<strong> made in order of initiative.</strong></p><p> These steps are followed until the combat ends—either one side is defeated, surrenders, or runs away. NPC/Monster Determination: In the first step, t<strong>he DM <u><em>secretly</em></u> decides in general terms </strong>what each opponent will do, such as attack, flee, or cast a spell. He does not announce his decisions to the players. If a spell is to be cast, the DM picks the spell before the players announce their characters’ actions.</p><p></p><p> Player Determination: <strong>Next, the players give a general indication of what their characters are <u><em>planning</em></u> to do</strong>. This </p><p>does not have to be perfectly precise and can be changed </p><p>somewhat if the DM decides that circumstances warrant.</p><p> If the characters are battling goblins, a player can say, “My </p><p>fighter will attack” without announcing which goblin he will </p><p>strike. If the characters are battling a mixed group of goblins </p><p>and ogres, the player has to state whether his character is </p><p>attacking goblins or ogres.</p><p> Spells to be cast must also be announced at this time and </p><p>cannot be changed once the initiative die is rolled. In any situ-</p><p>ation where the abilities of a character could make a differ-</p><p>ence, a clear description must be given.</p><p> Before moving on, the DM will make sure he has a clear </p><p>idea of not only what the player characters are doing, but also </p><p>what actions any hirelings and henchmen are taking. Once he </p><p>has a clear view of everything that’s likely to happen, the DM </p><p>can overrule any announced action that violates the rules (or </p><p>in the case of an NPC, is out of character).</p><p> He is not required to overrule an impossible action, but he </p><p>can let a character attempt it anyway, knowing full well the </p><p>character cannot succeed. It is not the DM’s position to advise </p><p>players on the best strategies, most intelligent actions, or </p><p>optimum maneuvers for their characters.</p><p></p><p> Initiative: In the third step, dice are rolled to determine </p><p>initiative, according to the rules for initiative.</p><p> </p><p>Resolution: In the last step, PCs, NPCs, and monsters </p><p>make their attacks, spells occur, and any other actions are </p><p>resolved according to the order of initiative.</p><p> The above sequence is not immutable. Indeed, some </p><p>monsters violate the standard sequence, and some situations </p><p>demand the application of common sense. In these cases the </p><p>DM’s word is final.</p><p>[/spoiler]</p><p>Step3 <em>should</em> be too late, but the reaction abilities are worded so their conditions occur during step3 unless the GM goes back to the old style of combat sequence for step1. 5e is not built that way and it would be a nerf to force the reaction abilities into adhering for it since players can wait until an attack has hit or not before reacting rather than needing to decide immediately during a declaration like "X is going to cast a spell". Is it really reasonable to expect the GM make their players accept nerfs with no support from wotc to correct the designed in problem?</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8877554, member: 93670"] This comes off sounding a lot like suggesting a return of 2e style "combat secquence" [spoiler="this is it"] TheCombat Sequence In real life, combat is one of the closest things to pure anarchy. Each side is attempting to harm the other, essentially causing disorder and chaos. Thus, combats are filled with unknowns—unplanned events, failed attacks, lack of communication, and general confusion and uncertainty. However, to play a battle in the game, it is necessary to impose some order on the actions. Within a combat round, there is a set series of steps that must be followed. These are: 1. The [B]DM [U][I]decides[/I][/U][/B] what actions the monsters or NPCs will take, including casting spells, if any. 2. The [B]players[/B] [B][I][U]indicate[/U][/I][/B] what their characters will do, including and casting of spells. 3. Initiative is determined. 4. Attacks are[B] made in order of initiative.[/B] These steps are followed until the combat ends—either one side is defeated, surrenders, or runs away. NPC/Monster Determination: In the first step, t[B]he DM [U][I]secretly[/I][/U] decides in general terms [/B]what each opponent will do, such as attack, flee, or cast a spell. He does not announce his decisions to the players. If a spell is to be cast, the DM picks the spell before the players announce their characters’ actions. Player Determination: [B]Next, the players give a general indication of what their characters are [U][I]planning[/I][/U] to do[/B]. This does not have to be perfectly precise and can be changed somewhat if the DM decides that circumstances warrant. If the characters are battling goblins, a player can say, “My fighter will attack” without announcing which goblin he will strike. If the characters are battling a mixed group of goblins and ogres, the player has to state whether his character is attacking goblins or ogres. Spells to be cast must also be announced at this time and cannot be changed once the initiative die is rolled. In any situ- ation where the abilities of a character could make a differ- ence, a clear description must be given. Before moving on, the DM will make sure he has a clear idea of not only what the player characters are doing, but also what actions any hirelings and henchmen are taking. Once he has a clear view of everything that’s likely to happen, the DM can overrule any announced action that violates the rules (or in the case of an NPC, is out of character). He is not required to overrule an impossible action, but he can let a character attempt it anyway, knowing full well the character cannot succeed. It is not the DM’s position to advise players on the best strategies, most intelligent actions, or optimum maneuvers for their characters. Initiative: In the third step, dice are rolled to determine initiative, according to the rules for initiative. Resolution: In the last step, PCs, NPCs, and monsters make their attacks, spells occur, and any other actions are resolved according to the order of initiative. The above sequence is not immutable. Indeed, some monsters violate the standard sequence, and some situations demand the application of common sense. In these cases the DM’s word is final. [/spoiler] Step3 [I]should[/I] be too late, but the reaction abilities are worded so their conditions occur during step3 unless the GM goes back to the old style of combat sequence for step1. 5e is not built that way and it would be a nerf to force the reaction abilities into adhering for it since players can wait until an attack has hit or not before reacting rather than needing to decide immediately during a declaration like "X is going to cast a spell". Is it really reasonable to expect the GM make their players accept nerfs with no support from wotc to correct the designed in problem? [/QUOTE]
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