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<blockquote data-quote="Lanefan" data-source="post: 8881244" data-attributes="member: 29398"><p>Diplomacy is a blast! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'm not so interested in a system where everyone secretly declares ahead of time; though I can see some clear merits to such I can also see a lot of potential headaches, all of which came out real back in the day when we tried using such a system.</p><p></p><p>I'm more looking for a system where things - particularly movement and spell-casting - happen over time within in a round rather than starting and finishing all at once; and one's positioning at any given point during the move determines whether you're in reach of someone attacking on that initiative (as opposed to AoO) and-or whether you're in the area of effect of something damaging as per the flaming sphere in the passage example from a bit upthread.</p><p></p><p>More broadly, for pretty much anything other than straight melee attacks I've always interpreted initiative as the point in time at which you <em>start </em>doing something, largely to avoid potential retcons such as "Oh, you were moving before your init 12? Then you might not have got there as the lightning bolt went through your path on init 15" as those can (and IME do, often) get messy.</p><p></p><p>Thus, if your init is 12 and when 12 comes around you declare your action is to move and attack, that's when you start moving. 5e (and 4e and 3e) have it that your move and attack all happens on that 12 init, but that forces the fiction to assume that you were in fact moving before your 12 came up such that you could be in place to make that attack on a 12.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8881244, member: 29398"] Diplomacy is a blast! :) I'm not so interested in a system where everyone secretly declares ahead of time; though I can see some clear merits to such I can also see a lot of potential headaches, all of which came out real back in the day when we tried using such a system. I'm more looking for a system where things - particularly movement and spell-casting - happen over time within in a round rather than starting and finishing all at once; and one's positioning at any given point during the move determines whether you're in reach of someone attacking on that initiative (as opposed to AoO) and-or whether you're in the area of effect of something damaging as per the flaming sphere in the passage example from a bit upthread. More broadly, for pretty much anything other than straight melee attacks I've always interpreted initiative as the point in time at which you [I]start [/I]doing something, largely to avoid potential retcons such as "Oh, you were moving before your init 12? Then you might not have got there as the lightning bolt went through your path on init 15" as those can (and IME do, often) get messy. Thus, if your init is 12 and when 12 comes around you declare your action is to move and attack, that's when you start moving. 5e (and 4e and 3e) have it that your move and attack all happens on that 12 init, but that forces the fiction to assume that you were in fact moving before your 12 came up such that you could be in place to make that attack on a 12. [/QUOTE]
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