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The Shackled City - Golarion Interest/Recruitment (CLOSED)
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<blockquote data-quote="Maidhc O Casain" data-source="post: 5695064" data-attributes="member: 29558"><p>We're rolling along at a good clip! (Experience tells me that the current pace will slow as the game matures, but that's fine . . . I'm all for taking the time to enjoy the journey rather than rushing to get through.)</p><p></p><p></p><p>Yep.</p><p></p><p></p><p>As much as has been possible given the short time we've been 'in country.'</p><p></p><p></p><p>Early days, yet. We're heroes, but still fledglings . . . we'll get there.</p><p></p><p></p><p>I think you're pacing the game well so far.</p><p></p><p></p><p>Not at all.</p><p></p><p></p><p>I like the story telling, and a narrative style should help me keep details better in mind.</p><p></p><p></p><p>Yep.</p><p></p><p></p><p>Not at all.</p><p></p><p></p><p>[sblock=Long Answer]I've never been a fan of group initiative, regardless of the time it takes for a combat. PbP is slow, regardless, and I like the intricacy of running an encounter in initiative order. I also typically play lightly armored, fast characters and take initiative boosting traits and feats, and group initiative sucks almost all of the usefulness from this type of player. Once Val takes a level of Rogue I'll be very interested in him acting first to catch someone flat-footed so he can take advantage of his sneak attack.</p><p></p><p>That said, I also understand others' readiness to move it along - combat is fast as it actually happens, and slowing it down takes some of the urgency out of it.</p><p></p><p>Probably the best solution to this problem I've seen is the system Perrin Miller uses:</p><p></p><p>Roll initiative for each character, and take the average. (If I were using this system I'd make the rolls and post them so as not to use two or three days just to determine initiative order). If the heroes win, they act first and you're done. If the baddies win, any heroes who's individual rolls beat the bad guys initiative get to act first, then all the bad guys, then all the good guys (even the ones who acted previously). It's basically like adding a round in which only the really fast characters act.</p><p></p><p>If there is a surprise round, use individual initiative results combined with perception results to determine who acts and in what order, then go to right into group initiative as described above (but without that "extra round" - it got used for surprise).</p><p></p><p>This system makes it so that those characters who take initiative boosting traits and play high-dex characters 1) help the group initiative and 2) get to take advantage of those feats, traits and ability points.[/sblock]</p><p></p><p></p><p>9+. At this stage, we don't know a lot about the story so engagement for me comes from good narrative description (so far that's been excellent) and good, three dimensional characters (and we've got some excellent character writers in this one). I'm loving it!</p><p></p><p></p><p>9+. Good narrative, and your writing style suits me well. Good pacing. Good effort to emphasize each characters abilities and actions. Good effort to incorporate each character and their backstory into the world.</p><p></p><p></p><p>Not so far, but I'll let you know if I come up with any! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5695064, member: 29558"] We're rolling along at a good clip! (Experience tells me that the current pace will slow as the game matures, but that's fine . . . I'm all for taking the time to enjoy the journey rather than rushing to get through.) Yep. As much as has been possible given the short time we've been 'in country.' Early days, yet. We're heroes, but still fledglings . . . we'll get there. I think you're pacing the game well so far. Not at all. I like the story telling, and a narrative style should help me keep details better in mind. Yep. Not at all. [sblock=Long Answer]I've never been a fan of group initiative, regardless of the time it takes for a combat. PbP is slow, regardless, and I like the intricacy of running an encounter in initiative order. I also typically play lightly armored, fast characters and take initiative boosting traits and feats, and group initiative sucks almost all of the usefulness from this type of player. Once Val takes a level of Rogue I'll be very interested in him acting first to catch someone flat-footed so he can take advantage of his sneak attack. That said, I also understand others' readiness to move it along - combat is fast as it actually happens, and slowing it down takes some of the urgency out of it. Probably the best solution to this problem I've seen is the system Perrin Miller uses: Roll initiative for each character, and take the average. (If I were using this system I'd make the rolls and post them so as not to use two or three days just to determine initiative order). If the heroes win, they act first and you're done. If the baddies win, any heroes who's individual rolls beat the bad guys initiative get to act first, then all the bad guys, then all the good guys (even the ones who acted previously). It's basically like adding a round in which only the really fast characters act. If there is a surprise round, use individual initiative results combined with perception results to determine who acts and in what order, then go to right into group initiative as described above (but without that "extra round" - it got used for surprise). This system makes it so that those characters who take initiative boosting traits and play high-dex characters 1) help the group initiative and 2) get to take advantage of those feats, traits and ability points.[/sblock] 9+. At this stage, we don't know a lot about the story so engagement for me comes from good narrative description (so far that's been excellent) and good, three dimensional characters (and we've got some excellent character writers in this one). I'm loving it! 9+. Good narrative, and your writing style suits me well. Good pacing. Good effort to emphasize each characters abilities and actions. Good effort to incorporate each character and their backstory into the world. Not so far, but I'll let you know if I come up with any! ;) [/QUOTE]
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