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Poll

How should I handle initiative?

Post turn once all players post.
- 0 (0%)
Post turn when the player with first initiative posts, then second, third, etc.
- 5 (100%)

Total Members Voted: 5


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Author Topic: [D&D 3.5e] Mysteries of Chyron - OOC [5/5]: Monk(ey)  (Read 33642 times)

PrivateNomad

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #150 on: August 07, 2014, 06:30:13 pm »

How would letting them roll themselves work?

Rolepgeek

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #151 on: August 07, 2014, 06:44:46 pm »

Invisible Castle.

If you get suspicious, you can even check the rolls by searching what they name them. So long as they name them the same thing every time, or at least each type of roll is kept to it's own type, you can notice discrepancies, since it keeps a time stamp.
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Nerjin

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #152 on: August 07, 2014, 06:50:15 pm »

True. But I think that's a pretty terrible system for one reason aside from cheating. Time. It's usually a lot quicker if you make seven rolls than waiting for everyone to do a single roll.

Let's say you do it yourself and you're just awful at it. It takes you ten minutes to roll initiative. Hell, let's say you're doing it one handed and blindfolded so it takes you two hours.

If you have everyone roll initiative [Even with just five players let's say] you can get anywhere from hours to days depending. In one game I'm taking part in the "Roll Initiative" suggestion as given at 12:23 pm. The battle actually started at 04:21 the next day. By contrast if you do it the call to roll initiative is done for the players and combat can just get on with it.

I dunno. Just my thoughts.
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PrivateNomad

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #153 on: August 07, 2014, 06:52:45 pm »

What if I rolled initiative and the players rolled for everything else?

Sirus

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #154 on: August 07, 2014, 06:57:04 pm »

Hmm...my suggestion is that players roll attack rolls, skill checks, saves, stuff like that, while you handle initiative and damage. And the enemies, of course. If you require the players to roll damage it would probably just slow the game down.
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Nerjin

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #155 on: August 07, 2014, 06:59:41 pm »

I don't honestly see why the players should be rolling anything. I see no benefit in it. Can someone explain what a Player rolling would accomplish that the DM rolling wouldn't?
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PrivateNomad

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #156 on: August 07, 2014, 07:14:16 pm »

I have one more slot open.

Tawarochir, Nerjin, or Rolegpeek?

Nerjin

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #157 on: August 07, 2014, 07:21:28 pm »

I concede my spot to one of the others.

If I may ask though, why was I not accepted? Just kinda curious.
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PrivateNomad

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #158 on: August 07, 2014, 07:23:21 pm »

I concede my spot to one of the others.

If I may ask though, why was I not accepted? Just kinda curious.
Reasons I can't explain. I'll put all of you in the waitlist if you don't get accepted.

Rolepgeek

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #159 on: August 07, 2014, 07:27:18 pm »

What if I rolled initiative and the players rolled for everything else?
This, I agree with. Players should roll damage alongside their attack rolls too; PrivateNomad just keeps track of it and whatnot.
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PrivateNomad

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #160 on: August 07, 2014, 07:33:31 pm »

What if I rolled initiative and the players rolled for everything else?
This, I agree with. Players should roll damage alongside their attack rolls too; PrivateNomad just keeps track of it and whatnot.
That'd be a good idea.

Rolepgeek

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #161 on: August 07, 2014, 07:53:20 pm »

Well, it looks like you might be going for a low-magic campaign(we don't have an arcane and a divine caster in the main party, after all; paladins and rangers don't count, and artificers don't actually cast anything though they can fulfill a similar role), so you could go with Tawarochir if you wanted to keep with that going. If not, then...I dunno.
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PrivateNomad

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #162 on: August 07, 2014, 07:56:31 pm »

Well, it looks like you might be going for a low-magic campaign(we don't have an arcane and a divine caster in the main party, after all; paladins and rangers don't count, and artificers don't actually cast anything though they can fulfill a similar role), so you could go with Tawarochir if you wanted to keep with that going. If not, then...I dunno.
A sorcerer/wizard is needed, yes. If no one else wants in, then Nerjin can join.

Nerjin

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #163 on: August 07, 2014, 07:58:50 pm »

I already conceded my spot and I stand by my decision.
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PrivateNomad

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Re: [D&D 3.5e] Mysteries of Chyron: Pregame/OOC [0/6]
« Reply #164 on: August 07, 2014, 07:59:40 pm »

I already conceded my spot and I stand by my decision.
What if the other two concede?
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