tag:blogger.com,1999:blog-3534782797790619934.post1021608344731586379..comments2024-03-10T04:32:25.985-07:00Comments on Improved Initiative: A Good DM Knows What The Party Can (And Can't) DoNeal Litherlandhttp://www.blogger.com/profile/01307649737269196558noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3534782797790619934.post-34404955686200038052017-11-13T05:03:09.286-08:002017-11-13T05:03:09.286-08:00Or perhaps your party entirely messes up the timin...Or perhaps your party entirely messes up the timing of the plot by taking only 2 days for a journey that was supposed to take 2 weeks, so stuff that was supposed to happen off-screen without them being able to do anything about it is instead forced to happen on-screen where it is subject to their potential intervention.<br />If the party has access to mounts that are constructs (so they never feel fatigue) and have a 65 ft. base land speed, that can happen.<br /><br />It's also good to know what the party does so you don't make them feel bad when you successfully hit the guy with a +14 Fort save vs. Paralysis effects with a paralyzing poison. That happened to me, too. The GM really wanted to make the party sit still and shut up so his villain group could monologue. That's fine and all, but rather than brute-forcing that by making me roll Fort saves vs. poison until I fail one of them without giving me a chance to act, he could at least have had the decency to target my much lower Will save with a Fascinate effect or similar.SJamiehttps://www.blogger.com/profile/12733852828217237721noreply@blogger.comtag:blogger.com,1999:blog-3534782797790619934.post-17908868367430520462017-07-19T15:56:57.471-07:002017-07-19T15:56:57.471-07:00EXCELLENT advice for DMs both old & new!EXCELLENT advice for DMs both old & new! wise'n'wackyhttps://www.blogger.com/profile/00895070290703982624noreply@blogger.com