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What to do when it's not your turn
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<blockquote data-quote="Lanefan" data-source="post: 5086872" data-attributes="member: 29398"><p>Why? It's an issue that spans all editions to some extent.</p><p></p><p>The first problem is the strict turn-based system: I do my thing and then I wait for everyone else to do theirs, in robotic order. It's not as easy to fix in either 3e or 4e, but in earlier editions it was possible to have everyone state their actions for the round and then resolve them as they would logically play out based on - but not slave to - initiative. For example, say my action for a round is to do nothing but move. In strict turn-based, when my turn comes up I move, almost like a teleport "I'm here, and now I'm there", and I'm done. But in a more free-form system my character is actually in motion for the whole round (if I-as-player really want to be involved I could be moving my mini each segment to reflect this), and if something happens at a given place during the round my guy may or may not be in its way depending where he is. The key is to divorce your combats as much as you can from the strictness of the turn-based system.</p><p></p><p>Spells: re-introduce casting times. You start on your initiative (say, 16) but you might not finish until init. 11; during which time you'd better pay attention as you might get interrupted - never a good idea.</p><p></p><p>Re-roll initiative each round.</p><p></p><p>And if all else fails, pull out a beer and cheer the team on! <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=":)" /> </p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5086872, member: 29398"] Why? It's an issue that spans all editions to some extent. The first problem is the strict turn-based system: I do my thing and then I wait for everyone else to do theirs, in robotic order. It's not as easy to fix in either 3e or 4e, but in earlier editions it was possible to have everyone state their actions for the round and then resolve them as they would logically play out based on - but not slave to - initiative. For example, say my action for a round is to do nothing but move. In strict turn-based, when my turn comes up I move, almost like a teleport "I'm here, and now I'm there", and I'm done. But in a more free-form system my character is actually in motion for the whole round (if I-as-player really want to be involved I could be moving my mini each segment to reflect this), and if something happens at a given place during the round my guy may or may not be in its way depending where he is. The key is to divorce your combats as much as you can from the strictness of the turn-based system. Spells: re-introduce casting times. You start on your initiative (say, 16) but you might not finish until init. 11; during which time you'd better pay attention as you might get interrupted - never a good idea. Re-roll initiative each round. And if all else fails, pull out a beer and cheer the team on! :) Lanefan [/QUOTE]
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