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General Tabletop Discussion
*Dungeons & Dragons
Voluntarily taking lower Initiative?
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<blockquote data-quote="Mercule" data-source="post: 6878874" data-attributes="member: 5100"><p>We definitely call out the Ready action. In part, this is because it has a definite impact on the flow of initiative -- the DM (me) appreciates the cue that the next combatant can go. We've periodically called out stuff like the Attack action only because the economy of actions is different in 5E than it was in 3E, so breaking it down explicitly can help with things like TWF and other bonus actions. For example the Fighter kept forgetting that she couldn't do both an off-hand attack and Second Wind, or that Action Surge didn't also give her an extra off-hand attack; breaking down the actions explicitly helped her, since she played a similar character in 3E (first time through 5E, everyone intentionally played a "comparison" character).</p><p></p><p>As far as calling out the skills, I (as DM) generally say things like "roll Intuition, or equivalent" so the players can make suggestions based on how they envisioned their character when building it. As DM, I appreciate them telling me what skill they want to use because it can prompt shared understanding of the rules and/or because it gives me the option to allow a "related" skill with penalty. As far as just "letting the skills fade into the background", I've played RPGs long enough to have witnessed some really painful things like a charmless player of the party face or "captain obvious" playing the subtle investigator. If it works out to have roleplaying moments just "flow", great, but the skill rolls are the insurance to let people play against their own type.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6878874, member: 5100"] We definitely call out the Ready action. In part, this is because it has a definite impact on the flow of initiative -- the DM (me) appreciates the cue that the next combatant can go. We've periodically called out stuff like the Attack action only because the economy of actions is different in 5E than it was in 3E, so breaking it down explicitly can help with things like TWF and other bonus actions. For example the Fighter kept forgetting that she couldn't do both an off-hand attack and Second Wind, or that Action Surge didn't also give her an extra off-hand attack; breaking down the actions explicitly helped her, since she played a similar character in 3E (first time through 5E, everyone intentionally played a "comparison" character). As far as calling out the skills, I (as DM) generally say things like "roll Intuition, or equivalent" so the players can make suggestions based on how they envisioned their character when building it. As DM, I appreciate them telling me what skill they want to use because it can prompt shared understanding of the rules and/or because it gives me the option to allow a "related" skill with penalty. As far as just "letting the skills fade into the background", I've played RPGs long enough to have witnessed some really painful things like a charmless player of the party face or "captain obvious" playing the subtle investigator. If it works out to have roleplaying moments just "flow", great, but the skill rolls are the insurance to let people play against their own type. [/QUOTE]
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Voluntarily taking lower Initiative?
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