Quick question about Initiative, the Combat Tracker, and Round Resolution
I'm sure this has been asked before, I did a search but didn't find anything specific although it might have been buried.
I'm starting a new MERP/RM campaign, after transitioning away from D&D 5e and other systems (Traveller).
The combat tracker and how it focuses the use of it, is great for the GM (me), but is taking some getting used to.
The issue is when we start the combat, after rolling initiative, and we go to the first actor.
We are in the spell phase, and let's say the first actor is a fighter. Do you (as GMs) just skip that guy and move on - theoretically moving through the whole list for one guy then come back around for Missile, then MM, then Melee?
Do you physically click or just mentally skip and announce it? Clicking means a lot of time (and manually resetting the round indicator), but "loosey-goosey" is too hard when dealing with players who aren't "getting" what's happening as it's virtual and not at the table.
I am finding it hard to manage the round order, which I'm sure is partly unfamiliarity with the system (and folks thinking that as it's gone to them in Spells, they can Missile or MM). Somewhat, it just feels clunky though.
I'm thinking of handling spell/missile/maneuver just talking through it and not moving the tracker, then only going through for melee - but that could make MM difficult, or, unbalance it if the Combat Tracker is full of spell users down the line.
I'm hoping this makes sense - I'm just curious how "you" handle the round activity, who goes when and how, and, how you "run" the Combat Tracker.
Ian
(Incidentally, I'm not a new GM to this, I know the system well - but my players don't - it IS my first time running MERP/RM through FGU though - I'm very familiar with running D&D on it)