In today's #homebrewttrpg I will discuss the concept of clockwise bum order.

No seriously.

*queue theme tune and expensive CG opening*
So initiative is generally a dumb idea, and I have covered better ways to handle that mechanic in previous threads.

Clockwise bum order is how I have been organising my game tables since I was seventeen. Which was a few years ago.

Yep.

A few.
The concept is this, quick witted characters can see what slow characters are going to do, and can intervene, intercept, aid or involve them in their strategy.

I seat my players slowest witted to fastest witted in clockwise order around the table.
I enforce a strict "say it means do it" policy during encounters, so players do not have time to chat strategy. A faster player can yell an instruction a slower one, but that counts as a small action that they cannot use on their turn.

Player 1: okay I... uh..

Player 4: RUN!
Player 1 (Esther the Bard): okay, does this goblin look like I...

Player 3: Esther! Get to the bridge!

Player 6: everyone, fall back!

Player 3 and 6 have used "command" actions, so they only get a main action now.
It's easy to enforce, you just tot up negative modifiers for every five or so words of orders or instructions after the first and notify them when it is their turn to roll of their penalty.
Naturally jokes and roleplaying is okay, just strategic downloading kept short.
Because bum order is negotiable, it is encouraged that an experienced strategic player sits to the right of a novice player.
They can leap in and stop the novice from blowing everyone up or waking the guards.

Or not... kinda fun either way.
So to recap, the way my combat works is players get juicy descriptions of what the baddies are going to try to do to them this turn.

The players get to respond with what they will try to do in response. They are encouraged to be creative with their fight choreography.
I go around the table and get everyone's order- filling them in with bits of description.

Then just the players roll the dice. If they beat the enemy, they get to go first. On a draw, they both act simultaneously (just defending wins a draw). On a fail, the enemy acts.
Picture this:

DM: Startled by Esther entering, both the goblins swing around and aim their bows at her. Esther?

Esther: I step back pull the door closed like a shield!

Morgon: one of them is right next to me, yeah?

DM: yeah.

Morgon...
Morgon... heh, I kick at the first goblin's arm to turn it so it shoots its mate.

DM: heh, priceless. Okay Ester, make a dex check. Morgon, make a strength check.

Ester: a 5... crap!

Morgon: 22.

DM: your boot hits true and the goblin's arrow hits the other before it fires.
Because of clockwise reverse initiative, Morgon's player got to save Esther. Both had creative solutions, so the DM lowered the DC for the goblins (DC 15) to 10.

Still, Esther rolled under that, and Morgan rolled double that. And the outcome is resolved.
So sit your ass down and let's beat on some Owlbears.
As usual I am like Handsom Pete, I dance for nickels

ko-fi.com/dellak

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More from @delaneykingrox

26 Nov
#ttrpghomebrew

One peculiar thing about modern #DnD is ability scores are supposed to be super important, but they get crunched down into modifiers with such a short spread- essentially +1 to +4.
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Thoughts?
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24 Nov
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Therapists: let us fix this.

Therapists: (several hundred years later): we cannot seem to fix this.

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Endocrinologists: ok, our turn.
Endocrinologists: we can change the body to match the gender your brain is set to.

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I am comfortable with the x-men not being part of the main MCU, but rather part of the multiverse, only accessible to the Avengers universe through portal shenanigans.

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