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General Tabletop Discussion
*Dungeons & Dragons
Thoughts on 6-7-13 Playtest Packet
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6143193" data-attributes="member: 5143"><p>I wouldn't allow someone to react to THEMSELVES. Mainly because that defeats the point of initiative, really. The point is that everything is happening simultaneously. When you yell out "RETREAT!" and everyone runs away on their own individual turns, it means initiative is working as intended. They aren't sitting around waiting to run away, initiative just determines how fast people are able to react to your command.</p><p></p><p>I always visualize it as everyone running away at the same time, even though everyone gets their own action.</p><p></p><p>Also, I visualize readying an action as being prepared for something very specific to happen and preparing half your action in advance. Like, if you ready to shoot a bow at someone you nock an arrow and point in a specific direction and wait until your trigger happens, then you just let go.</p><p></p><p>Which is why I hate ambiguous ready actions. I've always made players specify very specific triggers and actions:</p><p></p><p>"I shoot the first creature to come through that door with my bow" is a valid ready action.</p><p></p><p>"I will either move away or attack if I hear anything" isn't.</p><p></p><p>I'd allow everyone in the group to ready a retreat when the order was called. However, the person calling the order either has to do it during their own turn or has to retreat based on a different ready condition. Something like "When an enemy reaches the front lines, I'll yell retreat and then back up."</p><p></p><p>Delaying and changing init when readying was removed from D&D Next to simplify things. If you only have to write down initiative once at the beginning and it doesn't change every round, then keeping track of it becomes much easier. I like the concept. I find fiddling with delays and readies one of the most time consuming portions of a battle.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6143193, member: 5143"] I wouldn't allow someone to react to THEMSELVES. Mainly because that defeats the point of initiative, really. The point is that everything is happening simultaneously. When you yell out "RETREAT!" and everyone runs away on their own individual turns, it means initiative is working as intended. They aren't sitting around waiting to run away, initiative just determines how fast people are able to react to your command. I always visualize it as everyone running away at the same time, even though everyone gets their own action. Also, I visualize readying an action as being prepared for something very specific to happen and preparing half your action in advance. Like, if you ready to shoot a bow at someone you nock an arrow and point in a specific direction and wait until your trigger happens, then you just let go. Which is why I hate ambiguous ready actions. I've always made players specify very specific triggers and actions: "I shoot the first creature to come through that door with my bow" is a valid ready action. "I will either move away or attack if I hear anything" isn't. I'd allow everyone in the group to ready a retreat when the order was called. However, the person calling the order either has to do it during their own turn or has to retreat based on a different ready condition. Something like "When an enemy reaches the front lines, I'll yell retreat and then back up." Delaying and changing init when readying was removed from D&D Next to simplify things. If you only have to write down initiative once at the beginning and it doesn't change every round, then keeping track of it becomes much easier. I like the concept. I find fiddling with delays and readies one of the most time consuming portions of a battle. [/QUOTE]
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