Also, I don't think real-time coordination should have that much of an effect in a TB combat game, or that a full pause should enable players to queue up actions in a TB game.
+1 to this
Originally Posted by mrfuji3
Originally Posted by The_Red_Queen
EDIT: In fact, depending on how exactly it was implemented the character who attacked first might even get another shot in, if their initial shot is treated as happening before the first combat round. Or the attack they made to start the fight could be taken as part of their turn in the first round, so if if they used an action for the attack then they start the combat with (one of) their actions already used but can use any remaining actions or bonus actions. I think it should probably work the latter way, with the round then continuing from wherever the initially attacking character ends up in the initiative queue. As long as enemies remain surprised until every character in the combat has had a turn and we come back to that first attacking character, that should work I think.
+1 that, at the very least, it should work the latter way. The combat initiator's initiative should probably be automatically set to be the highest, and they can continue using whatever actions they had left after the initiating attack. But their turn should happen in the first round of combat, not before the combat.
Yes, putting the initial attacker first in the combat queue would also work
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