tag:blogger.com,1999:blog-3218145846699814395.post1853486176680628223..comments2023-04-06T07:56:27.030-05:00Comments on The Art of the Near TPK: Full-party InitiativeGregor LeBlaquehttp://www.blogger.com/profile/14620241814697141868noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3218145846699814395.post-70899264204681908722008-09-05T21:30:00.000-05:002008-09-05T21:30:00.000-05:00The real beauty of letting the party act as a unit...The real beauty of letting the party act as a unit is that they will start to act <B>like</B> a unit.<BR/><BR/>When we enforced initiative order as spelled out in the rules as written, everyone acted as best they could when their turn came up, without any real collaboration. This led to some less than stellar performance at times, and left most of the players feeling left out of what was going on a lot of the time.<BR/><BR/>Since we started letting the PCs act as a unit, each round starts with an all-hands-on-deck mini planning session. Then everyone pays attention as we walk through the order of actions they've decided on to see how the plan works when the dice hit the table.<BR/><BR/>The PCs are more effective at helping each other (especially in 4e where setting up your buddy to do well is everything). The players are more involved and having more fun. It's made of win all around.Gregor LeBlaquehttps://www.blogger.com/profile/14620241814697141868noreply@blogger.comtag:blogger.com,1999:blog-3218145846699814395.post-18149729436881896702008-09-05T20:09:00.000-05:002008-09-05T20:09:00.000-05:00I tend to use round-robin initiative, just going a...I tend to use round-robin initiative, just going around the table letting the players act in order, then playing all the monsters when it comes to me. Seems like I could implement your system pretty easily.Wayne Clemonshttps://www.blogger.com/profile/01179341319038077384noreply@blogger.com