Ska wrote:Nagora I am having trouble even following your argument concerning btb actions when you simply gloss over actual printed statements contained in the PHB and DMG. You may not like that the language in the core rule book contradicts what you might wish it contained, but to ignore what is actually printed lessons the force of your argument.
I can only assume at this point that you are not going to listen or "follow" any argument that doesn't suit you.
In simplest terms, the core rule books do contain language that points out when spell casting starts (initiative roll)
You have failed to quote that text, which isn't surprising since it exists only in your head. The text says that initiative determines the order of commencement. It does not say anything about entire segments of pause.
and do not mention spell casting starting on segment 1.
This part is true. It's a deduction on my part (and DMPrata's too, for that matter, who arrived at the same conclusion independently).
You might not like this fact, but never the less, it is reality. Because of this, I argue the btb method of determining when spell casting begins is more likely the printed rules in the core rule books and not an idea espoused by someone but nowhere written in the core rule books.
Yet you yourself espouse a system which is a million miles from the book text - I listed some of the many problems with claiming that d6+ is BtB above but as usual you pretend "not to follow" simple English when it clashes with your presumptions and pet theory.
Perhaps you are correct and perhaps Gygax, when he wrote the printed words that initiative determined when spell casting begins,
In my proposed system, it does do that, but again you pretend not to understand.
really meant through properly rearranging his words and meaning that spell casting always begins on segment 1.
Well, I've had enough of your bullshit, frankly. I've addressed all your points repeatedly while you have studiously avoided addressing any of mine so, play whatever way you like but if you expect me to accept your mass of houserules as being what's in the text then you will be waiting a long time.
EOTB wrote:Re: surprise, it's just another action, right? This is like how putting the words phantasmal force around an ad-hoc action suddenly causes people to wonder how to run it.
There is no anomaly with actions carrying over from surprise into the round.
Well, I think in the original plan, and in practise, surprise is part of the first round, which is why you can only start casting on the first segment (which, I assert is the normal case and entirely consistent with my argument). I know that most of the time we don't play it that way but if one person is not surprised I think the concept is that their actions are part of the first round. How do you run it when one side is surprised except for a single individual?
Initiative is for people without an action at the start of a round, not those continuously acting from the round before.
I think that's a very narrow definition - initiative can be for people responding to what's just happened.
Rolls quantify unknowns. We don't roll for knowns.
Perhaps. If you have two characters who are equally capable how do you decide the outcome of some contest? If you know they're equal then the only option is to toss a coin or perhaps some similar mechanism which allows for the possibility of a draw. I'm not really sure where you were going with this, though.
Initiative has nothing to do with who finishes first. The only factor in who finishes first is how long something takes.
That flies in the face of a fair bit of printed text which tells us that initiative is about finding an opening in combat before your opponent. Melee and missile combat have no specific time requirements and the whole system is sort of built around that idea - if you take spell casting and movement out of the question then there simply isn't any consideration of how long things take, even when using weapon speed factors.
Of course when you start an action has a secondary effect, but slowly starting an action that takes very little time is not supposed to yield necessarily to quickly starting an action that takes a long time.
Indeed.
If someone has 2 segments of surprise and wants to cast a 4 segment spell they finish in segment 2 of round 1
OK - I'll leave the questions about mixed surprise results for now.
They started an action prior to anyone being able to contest it. When everyone else gains the ability to act, there is an existing constant - the spellcaster is unloading a spell in 2 segments, and the only question is if someone else will do something to interrupt what is otherwise going to happen.
Yeah. Same as normal, but effectively with 2-segments knocked off the casting time. This is entirely consistent with my interpretation; it's not even a special case, which it is in the d6+ system.
This is the same for someone taking an action longer than a round to complete. No, they don't have to roll initiative in the next round. They're acting already, continuously.
Let's look at mixed surprise again. Illusionists have high dex so let's assume that your "attacker" has 2-segments of surprise to start casting a 4-seg spell, but a "defender" illusionist is unaffected by surprise while his companions are. We now have the situation that when "round 1" starts both the attacking MU and the defending Illusionist have been casting for 2 segments. What happens if:
a) They are both casting 4-segment spells,
b) The illusionist is casting a 3-segment spell.
What do you do in these cases?
No it isn't broken that someone who wins initiative may go after a continuous process already in motion at the beginning of the round. The initiative isn't against that prior, completing action - it's against others who likewise have no prior course of action in process.
I think that's circular reasoning, to be honest. You're defining initiative and then arguing in favour of that definition by pointing out its effects. The in-game logic is still counter-intuitive for the players.
If there was no opposition starting an action that round; if the only opposition was a spellcaster continuing a spell from a previous round, then no initiative would be rolled - the DM would simply ask what everyone was doing and compare durations - any physical attack would take place immediately; no one is fighting back, so no circling or feinting is required. If trying to cast a spell compare its casting time to the known finish point of the other action in-process. Etc.
Yes, but the rules given tell us when those ending times are, in the case of weapon attacks, and the printed rules bear no resemblance to the d6+ system.
Against actions already in process, the only question is whether a counter-action finishes before the action in process does. When the counter-action started isn't the point; starting earlier always helps, but is not determinative.
Well, I agree.
Someone upset that they could win initiative against a MUs summoned mooks, and act before the mooks, but also going after the completion of a spell in process for more than a round because that fixed time terminates very early in this round, is acting entitled.
No they're not, they're asking for consistency. The d6+ system is inconsistent in its handling of the idea of having initiative. Most of the time it happens to work as described in the book where having initiative means that you go first. But because, unlike the book and completely needlessly, the d6+ system insists on making everything into a specific point of time, it creates situations where someone engaged in 2-segments of activity in a round may or may not act first without regard to who has initiative. The only way to explain that is to fall back on the fundamental premise of the d6+ system which is that huge amount of time in the 1-minute combat round is spend standing around doing nothing.
This isn't logic. It can only be a break in logic if one starts with the premise that winning initiative means always finishing before the things that can hurt you, hurt you.
That's not promised anywhere in AD&D.
Hmmm. Well, I'd say that for someone with a weapon it pretty well is. It's not guaranteed for someone doing something that takes a long time, certainly. But we're back at the perversity of your interpretation where the rules only give the losing initiative side a chance to act first if the winning side is engaged in something that takes a long time, but you suddenly want to allow the opposite.
Answer me this: if there is no spell casting, potion drinking, movement and so on happening, just a straight up melee and/or missile combat, is there anything in the rules that suggest that a person with initiative will go before someone without it? Secondary question: in the book, is there any way of knowing when during the round the resulting strikes take place?
I doubt that you'll surprise anyone with the answers, so the final part of the breakdown is: do you think that spell casting in melee is supposed to be at an initiative disadvantage or not? In other words, do the rules give you the impression that a person casting a spell who loses initiative is better off than someone who loses initiative while using a weapon?