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Voluntarily taking lower Initiative?
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<blockquote data-quote="pming" data-source="post: 6879052" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>I didn't mean to seem unfair/unkind...and I can definitely see that I misunderstood the core of the OP. Dealing strickly with RAW, however, especially in 5e is...hmmm. Lets say it seems like only reading the Cliff Notes of an RPG system. The way an RPG works, from my perspective, is "Here, lets play make-believe!". Now, to avoid the 3rd grade arguments of who shot who first, we have rules/guidelines. However, the core of the game is "lets play make believe". To me, <strong>that</strong> is the bedrock, the defining factor that seperates a table-top RPG with a computer one (for example). So when a RPG'er starts listing off 'actions' they "can" or "can't" have their character do, regardless of the whole "lets play make believe", that's where I get the disconnect.</p><p></p><p>To me, the ability to choose whatever action you want your character to try to do is <em>the</em> defining trait of an RPG. The RAW is there for when the "I shot you first!" arguments may pop up. "I wait for him to hit me first...then I'll go" is the "make believe" part of RPG's, and, to me, trump the RAW every single time.</p><p></p><p></p><p></p><p>Yup, I'm with ya on this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I can and do hear "I'll just Dodge this round", or "Can I make a Perception check to notice anything unusual?", etc. However, those are usually not the answers I get when I ask "So, what do you do?". For some players I'm sure this is easier (e.g., ones who grew up with 3.x/PF/4e, or via computer games)...having an in-game "choice" makes them feel more comfortable. However, after a while they all (IME) eventually break out of those narrow definitions and embrace the "This is what I want to do..." type of play.</p><p></p><p></p><p></p><p>Yup, I can see that. I do ask for Initiative, most of the time...it's a good start for a combat! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As for the OP...playing in AL doesn't preclude that you have to state "I use the X Action". You can just say "I try and do X"...and leave it up to the DM to figure out the details (which, as I've stated, is how I believe the game is intended to be played....hell, any RPG for that matter). If the DM at the table says "No, that doesn't fit in to the RAW", then you just have to accept it. Hopefully your DM isn't that rigid and can say "Nothing really fits what you want to do, but This Action is closest. Lets do it like this...". You probably have to make a roll on something or give up something (e.g., "If you get hit, however, you lose your turn")...but, IMHO, a DM shouldn't say "No" to anything other than the truly absurd (e.g. "My fighter jumps off the cliff and wills himself to fly!").</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6879052, member: 45197"] Hiya! I didn't mean to seem unfair/unkind...and I can definitely see that I misunderstood the core of the OP. Dealing strickly with RAW, however, especially in 5e is...hmmm. Lets say it seems like only reading the Cliff Notes of an RPG system. The way an RPG works, from my perspective, is "Here, lets play make-believe!". Now, to avoid the 3rd grade arguments of who shot who first, we have rules/guidelines. However, the core of the game is "lets play make believe". To me, [B]that[/B] is the bedrock, the defining factor that seperates a table-top RPG with a computer one (for example). So when a RPG'er starts listing off 'actions' they "can" or "can't" have their character do, regardless of the whole "lets play make believe", that's where I get the disconnect. To me, the ability to choose whatever action you want your character to try to do is [I]the[/I] defining trait of an RPG. The RAW is there for when the "I shot you first!" arguments may pop up. "I wait for him to hit me first...then I'll go" is the "make believe" part of RPG's, and, to me, trump the RAW every single time. Yup, I'm with ya on this. :) I can and do hear "I'll just Dodge this round", or "Can I make a Perception check to notice anything unusual?", etc. However, those are usually not the answers I get when I ask "So, what do you do?". For some players I'm sure this is easier (e.g., ones who grew up with 3.x/PF/4e, or via computer games)...having an in-game "choice" makes them feel more comfortable. However, after a while they all (IME) eventually break out of those narrow definitions and embrace the "This is what I want to do..." type of play. Yup, I can see that. I do ask for Initiative, most of the time...it's a good start for a combat! ;) As for the OP...playing in AL doesn't preclude that you have to state "I use the X Action". You can just say "I try and do X"...and leave it up to the DM to figure out the details (which, as I've stated, is how I believe the game is intended to be played....hell, any RPG for that matter). If the DM at the table says "No, that doesn't fit in to the RAW", then you just have to accept it. Hopefully your DM isn't that rigid and can say "Nothing really fits what you want to do, but This Action is closest. Lets do it like this...". You probably have to make a roll on something or give up something (e.g., "If you get hit, however, you lose your turn")...but, IMHO, a DM shouldn't say "No" to anything other than the truly absurd (e.g. "My fighter jumps off the cliff and wills himself to fly!"). ^_^ Paul L. Ming [/QUOTE]
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