A good article about making sure all the players actions are resolved in a sensible order. By hearing what everyone plans to do before starting to resolve things you can avoid lots of potential problems.
I must admit that this isn’t something I tend to do, I tend to run games without a defined initiative system so just ask my players what they are doing and everyone gets a chance as we go around, this could potentially lead to situations where someone was planning a set up action but another player got there first but my group are pretty happy to say hang on a second it makes more sense for me to do the thing first then you go after so we’ve never really had a problem with it.
I can see it helping if you had a less familiar gaming group or players who were less happy speaking up when it’s not “their turn”.
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“i look”
dm:“you see nothing”
“I leap …”
dm:“you are now dead”
OR
“I try to convince the ancient vampire to make me a vampire and totally wasn’t trying to steal his shiny amulet.” roll
DM: bangs head on table He agrees by lunging at you faster than the eye can follow and feel sharp teeth pierce your neck.
Rest of the party shows up and initiated combat. Convinced them for a short while I was fine. The cleric turning up dead, inexplicably, convinced them I wasn’t.
It was good fun while it lasted. Never did find out if the ancient vampire was going to turn me or kill me if the party hadn’t arrived.
Never mind. I died too.