An under-sung problem with D&D is, unfortunately, what people often see as the core of RP itself: "It’s your turn, what do you do?"
Specifically though, in combat. In combat there’s often not that much interesting for someone to do. Just hold the line and swing yr sword bro. And yet we ask the question all the same. Well, not so much people who run some kind of phased combat.
A lotta people have never experienced phased combat as per pre-3E D&D rules. Generally it goes like: you declare actions (sometimes individually), you roll side initiative, then per side actions get resolved by type: eg spells, missiles, movement, then melee. A key optimization is eg all missile attacks can be rolled at once. This is fast, and nice for example when your character has 5 hirelings.
There's various ways to do it, but my goal is not to break down phased combat. What they share is something stunning to consider: that it’s never your turn, not by default.
The more I think about it, and the more I look at my experiences, going around the table, processing turns board game style, giving each player a full turn boardgame style, seems like a huge problem, even an avalanche of problems:
- It kills narrative flow over and over.
- It encourages silly individualist thinking. People feel the huge spotlight coming towards them and it becomes everything. It encourages people to do goofy maneuvers and try to win the day with one weird trick every time. OTOH it is unwelcome to players who don't want the spotlight every time.
- People can’t remember group situation and have to be reminded of it
- Players become bad at taking coordinated actions, requires lots of talking, which people forget and fuckup.
- Rules basically prevent maneuvers eg the party can’t advance/charge as group. However note that monsters can, because they all go at once. DMs monsters have perfect coordination communication and timing.
- Turns for pets, familiars, hirelings etc are now more heavyweight discouraging their use.
- It presents a design surface. Designers want to give players cool impactful feeling choices and mechanisms to do on every turn. Pull lever for fun!
- Now your system is getting bloated. Now each player’s turn requires more system knowledge reducing accessibility.
- DM turns are now slower and more demanding and require more prep.
- Combat overall is more heavyweight so now so you feel combats should count; you can’t have a quick fight; the idea of random encounters becomes ridiculous to you.
- Now PC turns are slower which exacerbates all the problems above — the spotlight is slower and heavier! — plus adds a hundred more problems and basically devours the game.
- And yet also now players can somehow do less. Just pull the lever just turn the crank. No you can’t do anything else. Sim is gone, it's a dirty word. The endpoint here is something like the slow, slow all-encompassing videogame crunch straightjacket of like PF2E.
I'm not saying never have a spotlight in combat. Just that D&D is better w/o going around the table, "what do you do?", full spotlight, every goddamn round, for every goddamn attack. Process combats quickly and get back to whatever else your game was supposedly about -- or at least, be able to do that. Let players learn to pay attention and interrupt when they have a decision, or throw the spotlight on them only at those times.
Phased combat is not perfect. It has jank. At first it is a little alien to people who have been trained to just wait their turn. It does not encourage, or spell out how to resolve, individual actions. But: combat goes fast. It's never your turn; it's our turn. I prefer it.
Some people don't mind all the problems I've listed above. To them, those are features not bugs. They love their silly stupid bumbling superheroes. They love everything enveloped in crunch. They wanna play a slow video game. They want DMs prepping 3 hours for the dramatic set piece combat du jour. They wanna play fantasy Battletech. That’s fine, for them. I like Battletech too. But it's not what I want from D&D.
It's strange to me that this is not discussed much, even in the OSR. It’s not seen as an important area of old rules, it’s seen as more like personal style that doesn’t matter. I’ve seen a 0E lover, who worships old rules down to the smallest footnote, completely disregard the very core of how 0E, BX, and 1E say to do combat, who has never even tried it, who in ignorance condemns it -- just because go-around-the-table is what they know. It is the rhythm of their DMing or it's just the way their group plays. There's a possibility of player habituation, too.
And like... me too. Go-around-the-table is how I learned to play. The first game of D&D I ever played in 5th grade in ~1983 was go-around-the-table, even outside of combat! But, I played other things too, and got exposed to other games and other ways of doing things.
It's kind of shocking and distressing to me how no one is talking about this. Maybe I've missed the discussions. Maybe there are no discussions because I'm simply wrong. Maybe it's no big deal. But I don't think so.
I think it's worth thinking about. The control of the spotlight is one of the most important things in a TTRPG, it is foundational to the experience.
And you may be really used to running go-around-the-table, and your players may be really experienced with helping it move efficiently. But that doesn't mean there isn't a better way to do things.