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<blockquote data-quote="Lanefan" data-source="post: 7175179" data-attributes="member: 29398"><p>You might not see it as a problem but to me this one awful metagame aspect alone is more than enough reason to take cyclic or turn-based initiative of any kind and throw it in a lake.</p><p></p><p>That's actually what I'd prefer, hence my suggestions of having movement add +1 to initiative per x-distance moved rather than just adding a random roll. Anything - anything! - to get away from the mini-teleport sort of movement we've had since 3e and maybe even before.</p><p></p><p>I don't at all mind there being some means of altering your declared action (in particular, something as simple as retargeting a spell or missile) if your initially-declared action no longer makes sense, and think this needs to be written in somehow (though with rather strict limits, to prevent abuses).</p><p></p><p>Problem is, combat doesn't take turns. Combat doesn't believe in turns. Combat tries to kill you, and you do whatever you can to survive.</p><p></p><p>Again, put in some factors that allow for retargeting (or, better and simpler yet, simply make it that you declare your target when you fire/resolve rather than at start of round) and other minor ways of reacting to changes in the situation...and then just accept the fact that you might not always get to do what you want, and neither might your foes.</p><p></p><p>But if the "loss of player agency" you refer to is the added inability to meta-gamely know who goes next all the time I have no sympathy whatsoever.</p><p></p><p>Lan-"the fog of war is rolling in"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7175179, member: 29398"] You might not see it as a problem but to me this one awful metagame aspect alone is more than enough reason to take cyclic or turn-based initiative of any kind and throw it in a lake. That's actually what I'd prefer, hence my suggestions of having movement add +1 to initiative per x-distance moved rather than just adding a random roll. Anything - anything! - to get away from the mini-teleport sort of movement we've had since 3e and maybe even before. I don't at all mind there being some means of altering your declared action (in particular, something as simple as retargeting a spell or missile) if your initially-declared action no longer makes sense, and think this needs to be written in somehow (though with rather strict limits, to prevent abuses). Problem is, combat doesn't take turns. Combat doesn't believe in turns. Combat tries to kill you, and you do whatever you can to survive. Again, put in some factors that allow for retargeting (or, better and simpler yet, simply make it that you declare your target when you fire/resolve rather than at start of round) and other minor ways of reacting to changes in the situation...and then just accept the fact that you might not always get to do what you want, and neither might your foes. But if the "loss of player agency" you refer to is the added inability to meta-gamely know who goes next all the time I have no sympathy whatsoever. Lan-"the fog of war is rolling in"-efan [/QUOTE]
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