Poll #32: Rolling on Behalf of...
Rolling for someone else is hard to do well I think. Right now, we don't reveal our save modifiers... We do for companions though, and I consider it a rather severe reveal - if the enemies see that Taff has a -1 reflex or will, then that might make their spells so much more worth to cast, than if those saves are +6, or +11. We know the enemy's AC and CMD already, as well as some spell resistance and such... But with saves, it makes for more important choices. In the juggernaut, I often considered how good saves the others had; and had I known their best saves, who was worst at fortitude, even that they all had several great saves for the spells I wanted to cast - it would have changed a lot of my tactics. For the tactical aspect of the game, I prefer if that information is revealed after I've tried and succeeded or failed - rather than before I try.
There's also the several ways of choosing to boost, re-roll etc, that should happen perhaps right before the outcome is known, or right after... If I write a post now where I cast a spell as my first action, then do a couple more actions afterward, then I will account for the risk that the spell fails. If I write it with a rolled save for my enemy, know the outcome of that, perform a couple of actions knowing what happened with the spell - then that reveals much more of my hand before the enemy decides to re-roll, boost, or whatever option they have available. So that's a big con with rolling for someone else...
Personally I try to keep from that sort of posting, making a half round and then waiting for results. But I'd prefer handling it by confining the actions of one round to one post - unless immediate actions happen. Especially if the Play half a round - wait for saves - then take second half of a round resets the 48h rule and one round can thus take 144 hours (if one only has to wait for ONE player to roll saves). More complicated characters, more complicated tactics will need more complicated posting... But I don't think the rules should cater to more complicated tactics, as we then end up with this. At level 1, missing a swift action in a round rarely has an impact at all. At level 14, when I can EITHER redirect my saved bouncing suffocation spell OR cast a quickened fireball, it matters a lot. But that's on me, I can't expect everyone to wait until I see how my every tactical plan plays out. Because that will make games slower and thus more boring.
My suggestions are thus:
a. Keep the entire combat round in ONE post, unless immediate actions, hero points and such happen.
and/or
b. Maintain a strict 48 hour rule, giving 48 hours for the player's turn only. What I'm suggesting here might already be your intention, Arkrim, but the practise is now that the 48 hours begin to tick only just when one has the information one is entitled to - i.e. when someone else has rolled saves to the spell I cast with my first action. This is trickier with stealth, like in the monster hunt where recently it took a while to figure out if I knew Opal's position. But hidden-on-map as standard could solve that.
Both of these suggestions are aimed at limiting complicated tactics when they work in such a way that they delay the game.