This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Statement of Intent

Started by Ruprecht, March 18, 2025, 10:48:19 AM

Previous topic - Next topic

Opaopajr

#15
Statement of Intent is essentially Declaring Actions in TSR D&D, and it works perfectly fine there. I have used Declaring Actions in 5e as well and it works fine there, too. And in my experience is often faster because players decide and then dice rolls from initiative and movement, etc., is just resolution. (Reactions and Ready Actions are pretty much the only floating points in resolution. It's not hard, IMHO.)  The big issue of player dithering, or lost player attention between players' actions resolving, is cut right out.

THE big issue is the predominant shift from Group Initiative to Individual Initiative (from 2.5e and then formalized in WotC 3e). The former works great with Declared Actions as does the latter. But the latter has potential for moments in between where you can reassess the "board state" and react. And that temptation for meta-gaming (acting with outside or pre-knowledge into the game world moment) is huge for pro-active players. So often optimizer people grab for that Individual Initiative benefit without noticing the cost-benefit cost of analysis paralysis dithering and lost attention from other players.

Having been on both sides of the screen I have returned to appreciate the former combination of Group Initiative and Group Declared Actions at the Top of the Round. It has sped up games immensely with a miscellaneous grouping of gamers, many with previously not assessed strengths and weaknesses. I enjoy the extra play time and engagement from which my table benefitted.

Is there a trade off, of course! Individual Initiative and Individual Declared Actions Within the Round truly excels cinematically in low number combatant encounters, such as duels. But its overhead costs of lost game time & player attention restricts my greater implementation. I find using the right tool for the moment is not so hard if you understand why you are using the tool and its strengths and weaknesses.

edits: numerous corrections, but also a GM tip! To not rely on individual fuzzy player memories, Group Declarations at the Top of the Round relies on group memory -- and often there's at least one good memory in a group. Further pencils or dry erase or washable crayon jotting down round declarations on a palimpsest is great for holding large groups to account. I've found quick notes and group memory prevent so much confusion (players are free to create notes, too).
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Omega

AD&D and think maybe 2e had declaration of actions. Probably in a few other TSR RPGs.

Dragon Storm had it as part of combat due to how combat and powers played out.

The main problem can be that it can end up gridlocking combat and turn already swingy combat into a slog.

But when its fully intigrated and the options are lower then it can work.

It was part of my own system and from experience it worked. But the DM needed a firm grasp of who was where doing what. In hindsight using minis, or tokens, would make it alot easier for everyone to see that.

rkhigdon

I tend to use a limited form of declaration of actions, though it will vary by what game I'm playing and what I'm trying to emulate. 

In a D&D/OSR game I usually play combats using side initiative, no opportunity attacks (characters are locked in melee), and allow spellcasting to be interrupted.  To that end I require anybody who wants to cast a spell or flee/withdraw from melee to declare it before initiative, but otherwise there is no need to declare.  This is easy to track, covers down on some instances where player knowledge can invalidate certain game mechanics, and allows for some meaningful choices.

It's worth noting that I may occasionally require declaration of certain other actions, but that tends to be very scene/situation specific, and I'll just offer the option at the appropriate time.

Steven Mitchell

Yeah, as others have said, cyclic initiative is a bigger time sink than declaration of intent.  Still, even with group/side initiative, the cost of the declaration is not zero.  Side initiative scales better with many players and foes. Declaration of intent scales linearly at first, then degrades past some threshold.  Cyclic initiative degrades very rapidly past a handful of participants.

I use a mixture that tries to get the best of each option. Your individual initiative roll puts you in a phase, First, Fast, Middle, Slow, or Last. Then within each phase, I handle movement more or less the way B/X phases handled missile/melee/magic things.  You declare broadly your intent, then we resolve it, along with whatever specific action you want to take. 

The difference with B/X is that since my 5 speed phases are used instead of missile/melee/magic, I don't need the intent until we hit the phase you are in.  Plus, I don't need to know what anyone got, as I merely announce "Fast" or whatever phase we are on, then resolve that. This cuts down on the back and forth chatter just to resolve order. There's no problem remembering intent, because as soon as everyone in that phase has announced, you are going to do what you just said.

The players have limited tactical timing options in that within their phase they can react to what has happened in prior phases, knowing that others are left to act in later phases, but within their own phase, I don't allow it.  There's no coordination beyond whatever tactics they've agreed to beforehand (and their willingness to stick to those plans) as every action within the phase is simultaneous. Thus a ton of the analysis paralysis also goes out the window. 

All the "round" stuff happens at the end, after everyone has gone.  Like rolling to see if a dying character died. So if you are "slow" and the last person to act on your side, then you know that if you don't treat them, they may die. Or if your treatment abilities suck, it may not matter.  Up to you what you do with this information.

Even with 12-15 players and double that number monsters, this runs really fast (with some practice), because at any given moment, I'm only dealing with a third or less of that total.  Anyone that wants to "ready" or "delay" is dropping into a later phase (with some modest corner case house rules to support logical actions, like using a spear to strike the first person that comes through the door). 

I only use declaration for broad intent and movement because it address about 80% of the goofy things that happen with pure cyclic, tactical movement.  As in, if you are charging the orc, and he is charging you, in the same phase, then you meet somewhere in the middle.  I don't worry about spell interruption using the initiative system, because most spells take an action to prepare and another action to cast.  Even someone that has a shortcut on that, is casting in a later phase than they prepare. So your action to "prepare" the spell is the declaration of an activity that can be interrupted by a later action.

It's all processing speed of the participants.  One thing at a time, cyclic initiative "works" in the sense that it is easy to explain and easy to execute, the same way that shopping "works" if you go to 5 stores in the same town, but go home between each one.  That is, it's a process that eventually accomplishes the outcome with some side effects that aren't worth it.  Initiative processes work better when you can address some of the side effects in other parts of the mechanics, to limit what happens in the initiative system itself.  Declaration of intent is no different than any other mechanic in that respect, in that it works better if used in a system designed for it.

Melichor

How do you define your 5 speed phases?

Steven Mitchell

#20
Quote from: Melichor on March 19, 2025, 12:37:27 PMHow do you define your 5 speed phases?

It's a simple chart on a 1-page handout for the players with common combat operations.  They are rolling d20+mod against it, with DC 5 as slow, 10 as middle, and 15 as Fast.  Natural 1 and 20 are "last" and "first", respectively, though there are some special cases that can also put someone in those phases.  The mods are fairly limited most of the time, with it nearly always being the same as the equivalent of a 3E Reflex save (before it gets out of hand in the higher levels of that game).

All of my modifiers are fairly tame, more like B/X or AD&D than WotC structures, despite using the d20+Mod vs target number throughout. We've got 1 mid-level character that just went up to +8, which is almost the maximum possible at that level. Most stay under +5 up into the middle-high range.  Adapting this to 3E, as an example of higher mods, I'd set all of those TNs 5 higher, and change the way the natural 1/20 work.

I use the chart because each player only rolls once, no matter how many henchman/hirelings they have. The henchmen/hirelings act on a different phase (usually) based on another column in the chart.  That also keeps a player from needing to do too much at once.

Melichor

Thanks!
I never thought about chunking up initiative like that.