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<blockquote data-quote="Lanefan" data-source="post: 7166342" data-attributes="member: 29398"><p>In my case, both.</p><p></p><p>The players don't have to co-ordinate; but they often choose to. That said, realism dictates that not every plan or co-ordinated move is going to come off right, and yes - sometimes the front line are gonna get fireballed if they rush in too soon.</p><p></p><p>As for the DM controlling the whole team - most of the time my dumber monsters don't co-ordinate much at all; more intelligent opponents sometimes co-ordinate and sometimes don't, depending on a host of factors. About the only times I use party-level co-ordination or better is if a) the opponents have any sort of hive mind (e.g. are all psionically linked or are all operating as puppets run by a single controller) or b) the opponents are in fact another adventuring party.</p><p></p><p>Wizard says she's casting fireball. Fighter says she's running in. Wizard doesn't target until resolution, and as spells by RAW always go right where they're targeted to go then if the Fighter gets hit that's on the Wizard.</p><p></p><p>Far better is a system that requires aiming of such spells, but that's another diversion entirely.</p><p></p><p>Yeah, this could become an issue at some tables where there's less trust in the DM to play in good faith. That said, it makes the case for having the DM roll the opponents' initiatives each separately, rather than as a group, so that the DM's declarations can go wrong too.</p><p></p><p>Lan-"I still say there needs to be a better mechanism in this to allow realistic (but reasonable) action changes in response to during-the-round developments"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7166342, member: 29398"] In my case, both. The players don't have to co-ordinate; but they often choose to. That said, realism dictates that not every plan or co-ordinated move is going to come off right, and yes - sometimes the front line are gonna get fireballed if they rush in too soon. As for the DM controlling the whole team - most of the time my dumber monsters don't co-ordinate much at all; more intelligent opponents sometimes co-ordinate and sometimes don't, depending on a host of factors. About the only times I use party-level co-ordination or better is if a) the opponents have any sort of hive mind (e.g. are all psionically linked or are all operating as puppets run by a single controller) or b) the opponents are in fact another adventuring party. Wizard says she's casting fireball. Fighter says she's running in. Wizard doesn't target until resolution, and as spells by RAW always go right where they're targeted to go then if the Fighter gets hit that's on the Wizard. Far better is a system that requires aiming of such spells, but that's another diversion entirely. Yeah, this could become an issue at some tables where there's less trust in the DM to play in good faith. That said, it makes the case for having the DM roll the opponents' initiatives each separately, rather than as a group, so that the DM's declarations can go wrong too. Lan-"I still say there needs to be a better mechanism in this to allow realistic (but reasonable) action changes in response to during-the-round developments"-efan [/QUOTE]
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