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Wednesday, October 17, 2012

Deferred Action Order

There's an issue that kind of rose up in the discussions on "players go first, actions are in DEX order". It's actually a lot looser than it sounds.

The problem I have with a lot of initiative systems is that there's a whole lot of figuring out a formal order first, then people waiting for their turn. That's so common, so ingrained, that a lot of people probably think I my suggestion is to figure out everyone's DEX first and resolve the attacks in that order.

Nah. That's too fiddly. After getting a general idea of what everyone's plans are, I would just go from player to player and resolve whatever situation they are in. If they are fighting an opponent, I would check the DEXs then, to see who hits first. If they are hanging back, safe from attack, and performing some other action that isn't time-critical, like casting a spell that will take effect on the next round, then there's no need to check DEX at all.

In my last play group, I did it differently, since I was going entirely by weapon length with DEX as the tie-breaker (the inverse of what I'm now suggesting.) Part of the reason I changed it was because there was a little bit of figuring out everyone's action order first, which is what I want to avoid. Plus, maybe there wouldn't have been that TPK in the battle with the skeletons.

4 comments:

  1. You could even ignore comparing Dex between several melee opponents until one of them gets a killing blow. Then Dex is checked to see if they get a chance to respond.

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    1. Well, there are a couple other situations besides a killing blow that might need a precise determination of who goes first, but yeah, I get what you're saying.

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  2. initiative can slow encounters and play down so much - tend to roll once per side and use length and dex as a decider or for situational advantage - i was rolling initiative for each player each round - i cut to roll for each side - players asked to roll once per encounter unless a tactical or terrain considerations demand a change (a fight in rigging of a ship perhaps) - we get more encounters per session - when i played RQ i had on player micromanage initiative for me

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    1. That's another good reason to ditch the initiative roll: the tension between squeezing every advantage out of a situation versus avoiding slow resolution.

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