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The Min-Max Problem: Solved
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<blockquote data-quote="gatorized" data-source="post: 7478133" data-attributes="member: 6966901"><p>system: When using published, dnd 5e and prowlers and paragons are my big ones; my group has tried a few dozen others to date. Haven’t had any difficulties adapting for simul play so far.</p><p></p><p>declaration: After I declare the start of a round, players have as long as they want to discuss their options, in and out of character. However, any player who hasn’t posted after 48 hours is skipped. My players know this is the one rule I’m a hardass about, as posting delays lead to a self-reinforcing death of game interest. Any player who is skipped three consecutive times is removed from the game.</p><p></p><p>resolution: We simply use the system rules. For example, if a wizard gets hit in the same round she’s casting, the spell is successful if she makes her concentration check or appropriate save. If the rules are ambiguous, I typically favor the players unless it’s clear that the opponent’s action has precedence for whatever reason. Also, in some cases, the spell may be successful, but interfered with in unpredictable ways. Same goes for other actions.</p><p></p><p>reactions: In general, many reactions can be handled automatically: contingency for example. These are resolved in the normal resolution phase with other actions. For voluntary reactions like opp attacks, players have two options: they can declare “standing conditions” for their reactions, in which case they’re handled as above, or they can choose after the resolution phase. In this case, they take effect in the resolution phase of the following round.</p><p></p><p>npcs: Treated the same as the players. In those cases where they can’t make their own decisions, I’ll have already decided their actions at the start of the round.</p></blockquote><p></p>
[QUOTE="gatorized, post: 7478133, member: 6966901"] system: When using published, dnd 5e and prowlers and paragons are my big ones; my group has tried a few dozen others to date. Haven’t had any difficulties adapting for simul play so far. declaration: After I declare the start of a round, players have as long as they want to discuss their options, in and out of character. However, any player who hasn’t posted after 48 hours is skipped. My players know this is the one rule I’m a hardass about, as posting delays lead to a self-reinforcing death of game interest. Any player who is skipped three consecutive times is removed from the game. resolution: We simply use the system rules. For example, if a wizard gets hit in the same round she’s casting, the spell is successful if she makes her concentration check or appropriate save. If the rules are ambiguous, I typically favor the players unless it’s clear that the opponent’s action has precedence for whatever reason. Also, in some cases, the spell may be successful, but interfered with in unpredictable ways. Same goes for other actions. reactions: In general, many reactions can be handled automatically: contingency for example. These are resolved in the normal resolution phase with other actions. For voluntary reactions like opp attacks, players have two options: they can declare “standing conditions” for their reactions, in which case they’re handled as above, or they can choose after the resolution phase. In this case, they take effect in the resolution phase of the following round. npcs: Treated the same as the players. In those cases where they can’t make their own decisions, I’ll have already decided their actions at the start of the round. [/QUOTE]
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