Initiative and Combat Sequence

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Posted by Osric_of_O
8/18/2025 5:04 pm
#1

The words recently came out of my mouth where I said all the investment of time and thought in operating the carefully structured ordering of Action Resolutions has no effect on combat outcomes, because it only sets out the order in which things get resolved within the PCs' turn.
   Actually, what it does is let committed toe-to-toe combatants go before the more circumspect shooters and movers – so they’re less likely to come up targetless and lose their turn – where the more circumspect ones are more likely to be able to redirect onto something else if need be.  Which is admittedly pretty neat in itself.

But then coincidentally, a couple of days later I saw a Bob the World Builder YouTube video singing the praises of Daggerheart for the way its side-based Initiative allowed everyone at the table to choose the order in which their actions were resolved (like he said PbtA and Nimble also do; I’m sure there are others), allowing them to meaningfully work together for a more engaged experience all round.
   It has to not just become a popularity contest, let the pushiest player dominate, or see the whole group spiral down into committee-decision paralysis.  But the possibility of allowing teamwork decision-making to plan and collaborate instead of taking it in turns to perform unilateral actions (with a covertly competitive vibe going on?) has got to be worth going for.

Cheers!
–Os.
 


|\/ Osric, aka Neville.Percy@Gmail.com
|\/ "The keener and the clearer is the reason,
|   the better fantasy will it make."  -- JRR Tolkien
 
Posted by BlackKnight
8/19/2025 9:33 am
#2

Nice ideas, however speaking from the Devil's Advocate position. Allowing the players to decide amongst themselves who should go in what order;
1, would likely ad significant amount of time per round, slowing the game down,
2. Would put something in the game that would not normally happen in combat (the characters are not going to stop each round and discuss who should swing, cast, missle, first or what order and then re-engage)...

Planning before combat ensues would be one thing, but constantly re-planning each round I feel does not fit within the outcomes of the game. Combat should be quick and deadly in this game, Mistakes will be made...

Last edited by BlackKnight (8/19/2025 9:35 am)


-- 
BlackKnight, AKA Sausage
Older than Dirt. Been playing TTRPGs Since Jan 1976 (49 YEARS!!)...
 
Posted by Ghul
8/20/2025 4:11 pm
#3

I do not like that Daggerheart method at all, really, if I'm being honest, but each group ultimately has to decide what works for them. Granted, when I am running a game, it's not a democracy as far as rules and rulings go. I'll listen to the players' thoughts and opinions, and then I will decide. Sometimes I might heed their advice; other times not. If any of them wanted to use this particular initiative method, that would be a resounding "no" from me.               


HYPERBOREA- A Role-Playing Game of Swords, Sorcery, and Weird Science-Fantasy
 


 
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