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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Individual Initiative
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<blockquote data-quote="Lanefan" data-source="post: 9016430" data-attributes="member: 29398"><p>Thing is, the moment someone does remember that the original ruling was different - which happens fairly often IME even if the original ruling was years ago - you've got a potential (and IMO valid) player-side argument on your hands. Arguments like that aren't fun and can sometimes get heated, thus if I can avoid them by noting previous set precedents* and sticking to them as far as practical, I will.</p><p></p><p>* - within the same campaign/setting. Change of campaign or setting means, if so desired, all those rulings can go out the window leaving a blank slate.</p><p></p><p>Doesn't just bug me in D&D, it bugs me in all sports when rules get changed such that a record set 50 years ago holds no relevance today.</p><p></p><p>Note, however, this philosophy also extends far beyond the combat mini-game.</p><p></p><p>The most frequent place I've had to make rulings is around non-combat spells and their various interactions. How, for example, do or can the spells <em>Light, Darkness, Continual Light, Continual Darkness, Deeper Darkness, Sunray,</em> and a host of other light-affecting spells each interact with all the others and-or with mundane light sources? Some of this is covered in the spell write-ups, to be sure, but sorting the rest out by houserule is work I only have to ever do once; and I'd rather do it that once and get it over with than have to argue with myself (and maybe my players) every time these things arise.</p><p></p><p>Agreed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9016430, member: 29398"] Thing is, the moment someone does remember that the original ruling was different - which happens fairly often IME even if the original ruling was years ago - you've got a potential (and IMO valid) player-side argument on your hands. Arguments like that aren't fun and can sometimes get heated, thus if I can avoid them by noting previous set precedents* and sticking to them as far as practical, I will. * - within the same campaign/setting. Change of campaign or setting means, if so desired, all those rulings can go out the window leaving a blank slate. Doesn't just bug me in D&D, it bugs me in all sports when rules get changed such that a record set 50 years ago holds no relevance today. Note, however, this philosophy also extends far beyond the combat mini-game. The most frequent place I've had to make rulings is around non-combat spells and their various interactions. How, for example, do or can the spells [I]Light, Darkness, Continual Light, Continual Darkness, Deeper Darkness, Sunray,[/I] and a host of other light-affecting spells each interact with all the others and-or with mundane light sources? Some of this is covered in the spell write-ups, to be sure, but sorting the rest out by houserule is work I only have to ever do once; and I'd rather do it that once and get it over with than have to argue with myself (and maybe my players) every time these things arise. Agreed. :) [/QUOTE]
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