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General Tabletop Discussion
*Dungeons & Dragons
Using multiple initiative systems in the same game?
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<blockquote data-quote="Quickleaf" data-source="post: 8996683" data-attributes="member: 20323"><p>That's really interesting. Toucan's system is elegant for sure.</p><p></p><p>I'm having difficulty wrapping my head around the issue of changing decisions and "Declaring." Cause I'm thinking of tons of examples where this could be an issue. I don't know if you can comment on any of these based on your group's experience, but for instance I'm wondering...</p><p></p><ul> <li data-xf-list-type="ul">Everyone needs to Declare, but you have a player who is still on the fence about this whole conflict and just wants to "wait and see", maybe jumping in at some point, maybe not, they're just not sure yet because not enough has happened in the fiction to prompt them to a clear course of action – how are they handled?</li> <li data-xf-list-type="ul">Player declares they're interacting with something or someone that, due to the need to resolve things sequentially, no longer exists by the time we get to rolling their turn. For instance, (A) a gnoll already reduced to 0 hp by a "previous" attack, or (B) a door already knocked off its hinges by a "previous" player action, or (C) an enemy's <em>fireball </em>incinerating a McGuffin the PC was reaching for. Do you just say: (A) "you stab that gnoll super dead" or "that gnoll's down but you can target another gnoll in range"?, (B) "you knock down the door together - but no need to roll, it already was resolved on Jason's turn"?, (C) ?</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 8996683, member: 20323"] That's really interesting. Toucan's system is elegant for sure. I'm having difficulty wrapping my head around the issue of changing decisions and "Declaring." Cause I'm thinking of tons of examples where this could be an issue. I don't know if you can comment on any of these based on your group's experience, but for instance I'm wondering... [LIST] [*]Everyone needs to Declare, but you have a player who is still on the fence about this whole conflict and just wants to "wait and see", maybe jumping in at some point, maybe not, they're just not sure yet because not enough has happened in the fiction to prompt them to a clear course of action – how are they handled? [*]Player declares they're interacting with something or someone that, due to the need to resolve things sequentially, no longer exists by the time we get to rolling their turn. For instance, (A) a gnoll already reduced to 0 hp by a "previous" attack, or (B) a door already knocked off its hinges by a "previous" player action, or (C) an enemy's [I]fireball [/I]incinerating a McGuffin the PC was reaching for. Do you just say: (A) "you stab that gnoll super dead" or "that gnoll's down but you can target another gnoll in range"?, (B) "you knock down the door together - but no need to roll, it already was resolved on Jason's turn"?, (C) ? [/LIST] [/QUOTE]
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Using multiple initiative systems in the same game?
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