declaring actions (specifically magic)

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Fizz
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declaring actions (specifically magic)

Post by Fizz »

Hi all-

I can't seem to find anything in the rulebook that states if actions are declared before or after initiative is rolled.

On page 48, it says a spellcaster announces his intention "during the character's initiative turn". This implies that he rolls initiative, and then decides what to do. If he casts a spell, he's essentially firing it off immediately (if it's a CT of 1).

Extending that then, everyone decides what to do on their initiative roll.

I'm sure many people here have different variations on this. But what is the official ruling?

-Fizz

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gideon_thorne
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Re: declaring actions (specifically magic)

Post by gideon_thorne »

Fizz wrote:
But what is the official ruling?

-Fizz

Bout the only 'official' stance on initiative is whats on page 115 and the aforementioned spell casting bit.

Beyond that, if it's not specifically spelled out, the 'official' ruling is to do what works best for your game.
Not very helpful I bet?
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Harry Joy
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Post by Harry Joy »

I was under the impression that the "official" way was to declare your intent then roll initiative.

But that's not how my group is playing it. We roll and then act in turn, without declarations.

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Eisenmann
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Post by Eisenmann »

I have everyone roll. Then declare from lowest to highest. Then act each in turn.

Seems a bit klunky when written out here on the forum but I've found that it drastically cuts down on tactical confusion at the gaming table and it gives PCs with high initiative a little extra to work with allowing them to act smart.

I don't treat magic any differently.

CharlieRock
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Post by CharlieRock »

We roll then do. I used to play that you had to declare you were casting a spell prior to the first person's initiative turn (before or after the roll didn't matter, just before anybody actually did anything) Besides that the order always went ; melee , missle, magic. I don't know when we changed. It was probably during D&D3. Don't want to go and make that process harder, and over half the team started with that game so it is natural to them.
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serleran
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Post by serleran »

I require declarations and modify the initiative based on what you opted to do. Movement, for example, requires the majority of the round.

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Tadhg
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Post by Tadhg »

My group rolls initiative and then they declare their action at their turn.
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Buttmonkey
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Post by Buttmonkey »

I make the players declare if they are going to cast a spell before rolling initiative. Then, everyone rolls initiative and acts in turn. If a spellcaster gets wounded before her turn, I don't make her use up the spell that round. Ordinarily, I also allow the players to discuss tactics and strategy freely during combat. (Exceptions would be situations like a split party.)
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Jonathan of White Haven
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re: declaring actions (specifically magic)

Post by Jonathan of White Haven »

The way our group does it is this:

Declaration phase (attacks, movement, magic, miscellaneous actions, whatever.)

Roll for initiative.

Do what you said you were going to do.

If a PC takes sufficient damage to reduce her HP to 0 or less prior to her initiative turn, she immediately falls down and loses her action.

If a spellcaster takes damage before she can cast her spell during her initiative turn, make a Concentration check vs INT or WIS, depending. If she makes it, she casts the spell. If not, she loses her action, but doesn't lose the spell.

PCs may move 1/2 their normal movement and still attack or cast spells. PCs may also attack and then move 1/2 their normal movement. PCs also have a free 5' move any time during the round in order to engage or disengage.

Pretty simple, really.
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vegabond
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Post by vegabond »

I like the movement before or after the attack is made.

How do you handle disengagements then?

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Post by Jonathan of White Haven »

vegabond wrote:
I like the movement before or after the attack is made.

How do you handle disengagements then?

The former is intended so that if the PC manages to off her current opponent, she can then use up to 1/2 of her regular movement to get closer to a new opponent for the next round. Alternatively, a spellcaster could do her thing, then shift her position to better cover or to provide support for another PC the next round.

Disengagement is per the book. (We haven't had any reasons appear to require any disengagements yet. That may change, though. ) The free 5' move is there for PCs whose opponents go down prior to the PC's action that round. If another opponent is within 5', the PC can move to engage that opponent even if she's already moved her 1/2 normal movement rate for that round.
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