garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jul 22, 2011 11:33 pm Post subject: |
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Bren wrote: | Whill wrote: | Just curious what you mean. | Apologies, I was too succinct. I mean what you said. The roll is always made by the person (wounded or not) with the highest effective PER at the start of the round.
Also, for a while I used to have a house rule that if the current roller got a 1 on the wild die, the complication was that initiative rolls for that side moved to the next highest PER until the new roller got a 6 on the wild die, when it would then shift back to the next highest roller. The object was to let another player roll for a while and to slightly reward parties that had several good perception rolls rather compared to those parties that just had a single PER hotshot.
We didn't use this much, so we never resolved the potential conflict if the roll had changed due to a 1 on the wild die and then the new current roller gets wounded or stunned before he can roll a six. |
Many groups i have gamed with use a similar rule, though it is more for 2 straight rounds of failing to win init, it passes on to someone else..
Quote: | ...For the most part I've stuck to 1st Ed. Initiative: Declare action in order of Dexterity from lowest to highest, & then resolve same in the reverse order (highest-lowest). Perhaps over-simplified, though that simplicity is what I like about it. |
I kinda go mixed when i gm at home..
All roll per (so you might get some baddies going before some pcs, other baddies with pcs, and the remaining ones after the pcs..
Declare # actions low to high, then resolve in high to low order. _________________ Confucious sayeth, don't wash cat while drunk! |
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