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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Oct 03, 2015 3:09 am Post subject: |
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I've nevwr done it like this, but I think that the ways you mentioned would work.
I can think of a couple more.
Of the two rolls being used, which ever character has the higher PER wins.
The side whose second highest roll was higher wins.
Whoever's wild die was higher wins.
Let each side declare actions, and give the opportunity to go second in exchange for the ability to roll reactions without a MAP (if both sides choose this option, reroll initiative as it was a "stalemate").
Just a couple thoughts. |
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Dredwulf60 Line Captain


Joined: 07 Jan 2016 Posts: 911
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Posted: Sat Jan 09, 2016 5:45 pm Post subject: |
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The way I handle initiative;
Each character (and NPC group) rolls their initiative.
As GM I have a little tally sheet with each character name at the top of the column.
Each player in turn tells me their initiative roll and how many actions their character intends to take, which I jot down.
# of actions: you can only take multiple actions if you rolled high enough.
10 or less= max of 1 action
11-20 = max of 2 actions
21-30= max of 3 actions
ETC
This becomes pretty intuitive because starting with the highest initiative roll, that character takes his first action. I then cross off that total and subtract 10.
Whoever now has the new highest total acts. This continues until all actions have been taken by all characters. If anyone holds their action, i just circle the number and carry on to the next highest.
Sometimes really high roller get to act multiple times before low rollers take a singe action.
MAPs applied as normal, except dodges don't count as actions...
Dodges:
any character who uses their dodge skill gets to dodge an attack. Drop initiative total by -5.
At the end of the round, if a character has less than 0 initiative they subtract 1d from their next initiative roll per -5.
This represents taking cover to the point of being suppressed...the character can fewer actions; no actions if they are down to 0 initiative dice.
CP can be spent to get some initiative dice.
Last edited by Dredwulf60 on Thu Oct 19, 2017 11:57 pm; edited 2 times in total |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 09, 2016 6:27 pm Post subject: |
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So you use an individual initiative system. _________________ Confucious sayeth, don't wash cat while drunk! |
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Dredwulf60 Line Captain


Joined: 07 Jan 2016 Posts: 911
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Posted: Sun Jan 10, 2016 12:30 am Post subject: |
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Yes. Individual for the PCs. The NPCs I often lump into groups for efficiency. |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Sun Jan 10, 2016 1:44 am Post subject: |
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Dredwulf60 wrote: | Yes. Individual for the PCs. The NPCs I often lump into groups for efficiency. |
Ditto. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Dredwulf60 Line Captain


Joined: 07 Jan 2016 Posts: 911
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Posted: Sun Jan 10, 2016 1:54 am Post subject: |
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Do you guys subtract 10 from each character's initiative total each time they take an action?
I think I ported that over from Shadowrun.
It's a good limit on the number of actions available; I saw there was some discussion on other threads about how many actions characters can take in a round. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 10, 2016 3:04 pm Post subject: |
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Dredwulf60 wrote: | Yes. Individual for the PCs. The NPCs I often lump into groups for efficiency. |
So you could say have 3 of 7 pcs acting before the npcs, all the npcs go at the same time then the last 4 pcs go?? Interesting.
Don't remember playing that way for an SW game, though i have seen it many a time in ADND.. _________________ Confucious sayeth, don't wash cat while drunk! |
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