Nagora (to Ska) wrote:but as usual you pretend "not to follow" simple English when it clashes with your presumptions and pet theory.
The Cambridge Dictionary
the initiative C1 [ S ]
the power or opportunity to win an advantage:
to seize/take/lose the initiative
What is Future Tense in English?
What does future tense mean? The future tense of verbs expresses events or actions that have not yet happened and that will happen at some point in the future.
Future Tense Forms
There are four forms of the future tense. They include:
simple future
You will eat.
future progressive
You are eating.
future perfect
You will have eaten.
future perfect progressive
You will have been eating.
DMG pg 62 wrote:It (initiative - ed) indicates which of the two parties will act/react.
What is the BTB tense of this sentence, Nagora?
Initiative is to determine which of two parties that desire to act, but are not yet acting, may start before the other.
That's it.
It doesn't apply to every action in D&D, because there isn't an overriding magic in D&D that forces actions to all complete before someone else opposing you gets to try again.
Nagora wrote:In my proposed system, it does do that, but again you pretend not to understand.
Some irony here
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.
Nagora wrote: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.
Nagora wrote: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.
Some more irony, because it seems like your nested response to me above is also circular reasoning of the sort you ascribe to my earlier post.
It's possible to cast spells both in multiple surprise segments and after the first initiative roll. They can't all be the same round.
Initiative is for people without an action at the start of a round, not those continuously acting from the round before.
Nagora wrote:I think that's a very narrow definition - initiative can be for people responding to what's just happened.
Yes, but at the start of the round they're rolling to find out when that response will start. It hasn't started yet.
Rolls quantify unknowns. We don't roll for knowns.
nagora wrote: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.
First, this has nothing to do with actions carrying over. Which is the "known" I'm talking about - we don't wonder when an action that started in the past, started. Initiative is to find out what the order of actions
starting that round takes place.
Initiative has nothing to do with who finishes first. The only factor in who finishes first is how long something takes.
Nagora wrote: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.
It flies in the face of no text. Which is why you're bringing up things that start and finish in 1 segment - a martial attack - into a discussion that was specifically about spellcasting and movement. You're conflating initiative as being when these finish, when that's incidental to when they start. And then saying initiative is telling you when they finish. But that only applies to actions taking 1 segment.
If you drink a potion, it doesn't take effect on your initiative - that's when you drink it. Then there's a delay of a specific number of segments.
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.
Nagora wrote: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.
It's not a special case in d6+ initiative either. As I continually explain. Only you insists that spellcasting never takes place at the start of a round in d6+. The people who use it say spellcasting can be taking place at the start of a round when 1) the caster casts before a melee starts, or 2) is casting before a round starts, from the previous round.
No special case.
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.
nagora wrote: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?
What I read in your example is that 2 MUs surprised a party with illusionists and non-spellcasters. But the MUs have no one else with them - no party, no flunkies, no summoned monsters.
So there is no initiative roll. Anyone attacking martially can do so immediately if within range (either =<10 feet, or within missile range) on segment 1. Or, they can charge if not within 10' and trying to melee. They will attack in the segment indicated by their distance divided by their charging move rate; this is likely segment 1 or 2 since they were surprised.
The illusionist casts at the end of segment 1
The MUs cast at the end of segment 2. If they've taken no damage from the above.
(EDIT - if in example A "both" means 1 MU and 1 Illusionist, then they both finish on segment 2 - I'm unclear on how "both" is used in the paragraph above and then again in the #1/#2 scenarios below that)
I get why you fight action carryover. Your system absolutely breaks if at least one of the following doesn't apply:
1) The enemy action started at the beginning of the round, or
2) the enemy action ends at the end of a round.
You must have one of these two things, because if an initiative roll doesn't apply to an action in process (say, a spell with multiple round casting time) you can't determine "abstract relative order". This isn't important for something that continues until finally culminating as the last completed action of a round, but is crucial if something ended in the middle of one.
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.
Nagora wrote: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.
One of us isn't understanding the other, here. I'm describing a scenario that doesn't roll any dice for initiative. Not every round requires a contested initiative roll.
If a fighter encounters a spellcaster in the middle of summoning an elemental, with 5 rounds of casting left to go; no one else around - do you make either the fighter or spellcaster roll initiative? What two opposed and future action starts are being determined here?
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.
Nagora wrote: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.
No, they're not asking for consistency. It's entitlement. You said it yourself - you think having initiative means acting first. Which requires no one else acting in-process at the start of a round because then finishing first isn't guaranteed. That's entitlement.
It's also inconsistent with plain English. You're trying to create wholecloth a definition of the word initiative that is both specific to AD&D and also inconsistent with the meaning of the word outside of D&D.
Lastly, we both agree a round is 60 seconds, right? And the fixed casting time of a 2-segment spell (or other action) is 12 seconds, right? So...there's 48 extra seconds either way. I don't think "nothing" happens in that 48 seconds. Just "nothing memorable".
But you've heard this. It doesn't stop you from mischaracterizing the other arguments to anyone who will listen.
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.
nagora wrote: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.
Again, no one disputes martial attack vs martial attack - initiative pretty much always tells, absent something like a charge or the other fighter having more attack routines than you.
Nagora wrote: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.
If you're casting a spell that carries over to the following round, you already lost an initiative buddy, I hate to break it to you. Side B got a full round of attacks in with the carry-over character in Side A doing nothing the previous round.
I feel no sympathy for the idea that in the next round Side B should be guaranteed to attack before the Side A carry-over caster
a 2nd time, against a spell started in a
prior round, Just because Side B win initiative again against the rest of Side A trying to start different actions in the new round. That's entitled. Side A had their shots. In d6+, winning initiative means you can delay your attack against a spellcaster until they start casting, if you so choose. Apparently they didn't hit for shit. Now the caster finally gets off the spell, getting only one action over two rounds to do it, and they're whining? Please.
If a spell is reaaaalllly long, like 8 or 9 segment casting time, it's possible that you could carry over into another round on d6+ having won initiative in the round casting starts, but that's the farthest end of the probability curve. And either way - all attacking with weapons for either side in that case were able to attack when they could disrupt.
Nagora wrote: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?
If everyone is in melee or missile range and just wailing on each other? No charges, no nothing? Then yes, they are said to possess the initiative and can start acting before the other. Since the moment of the telling blow in a round of melee attacks represent a single thrust with potential to harm, of course they can act before someone losing - such an attack doesn't last 2 or more segments; it starts and completes on a single segment. They could also choose to not do so, but that's their choice. They aren't forced to act on the first possible instance.
Conversely a 3rd level sword-fighter winning initiative against a 13th level sword-fighter isn't even guaranteed first chance to strike,
even having won initiative. Even if the 3rd level fighter is an archer with 18 dex, they act after a 13th level sword-fighter already in melee range. Winning initiative is always subject to special circumstances. It isn't absolute. Carryover actions are just one possible way you can win initiative and not act first.
Nagora wrote:Secondary question: in the book, is there any way of knowing when during the round the resulting strikes take place?
I've already told you that I think #2 on the list in "Spell casting during melee" is extrapolating a general rule - that everyone's first attack routine happens in between segments 1 and 6, which is based on the die results.
that its inclusion in the list is attempting to describe (very badly) a
further disadvantage spellcasters face - regardless of whether they win or lose initiative, attacks directed at them will come in segments 1-6 after they've started casting, which must happen no earlier than segment 1 and no later than segment 5 if the other side lost initiative; if attacked in segment 6 the other side either won or tied - so that they're always attacked at their most vulnerable, whether or not the one attacking them "won" initiative or "lost" it.
So to lead into your last Q
Nagora wrote: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?
Absolutely not. d6+ is much worse for spellcasters than yours,
unless the DM forces something attacking a caster-in-process to act on the earliest possible segment the attacker can, in contravention of the rules allowing delay, and basic common sense. ("possession of initiative allows the individual to take action or reaction as desired..."). In d6+ it doesn't benefit of the caster to lose initiative.
Plus, if your initiative roll is so poor you don't cast any spell at all that round, did you really win? The spell only goes off in round 2 if everyone else fucked up so badly that you took no damage while achieving nothing in round 1. But round 1 was a big fat zero for you.
I'm not asking you to adopt it. But it would be nice if when we have these discussions you'd accept that you're not characterizing d6+ very accurately in how you describe it to others.