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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jan 04, 2012 3:09 am Post subject: Simo inititiave.. |
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How do you handle it if during the Init rolling phase of combat, the 2 sides (or more) roll the same number?
Do they all act at the same time?
Do you default it to an attribute to 'break the tie'?
If so, which?
If that is also the same, what then? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jan 04, 2012 3:23 am Post subject: |
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Have both sides roll one more D6 and add the result to the total. Repeat as necessary until the tie is broken. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Jan 04, 2012 5:01 pm Post subject: |
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Ties go to players, IIRC. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Jan 04, 2012 5:40 pm Post subject: Re: Simo inititiave.. |
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garhkal wrote: | How do you handle it if during the Init rolling phase of combat, the 2 sides (or more) roll the same number? | Oddly enough, this seldom happens to us in play. Typically I would reroll until there is no tie.
If I want to change it up a bit I would have the two characters with the next highest PER scores on each side take over rolling for initiative. |
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Matthias777 Commodore
Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
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Posted: Wed Jan 04, 2012 6:42 pm Post subject: |
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Fallon Kell wrote: | Ties go to players, IIRC. |
RAW states a re-roll (p. 78, 2R&E).
This is my interpretation: if there are three or more parties, the tied rolls are the only ones that re-roll, and the re-roll determines an internal ranking between the tied rolls only. For example, let's say you have the PCs, Imperials, and pirates all rolling initiative.
First rolls
Imperials: 16
Pirates: 14
PCs: 14
I would then re-roll for the pirates and the PCs only; the Imperials retain their first-place status for determining initiative, regardless of what the tiebreaker rolls are.
Tiebreaker rolls
Pirates: 13
PCs: 17
Despite the fact that the PCs' tiebreaker roll was higher than the Imperials' initial roll, the Imperials still have first initiative, because the 17 that the PCs rolled was only for the purposes of breaking the tie.
Final initiative rankings
First: Imperials
Second: PCs
Third: Pirates _________________ Arek | Kage |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jan 04, 2012 6:56 pm Post subject: |
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Interesting.. So no one actually has simo init... _________________ Confucious sayeth, don't wash cat while drunk! |
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Thu Jan 05, 2012 12:11 am Post subject: |
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I do, but you knew that already. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 05, 2012 12:20 am Post subject: |
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garhkal wrote: | Interesting.. So no one actually has simo init... |
I did once, but they gave me a shot and it went away after a few days. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jan 05, 2012 2:24 am Post subject: |
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Grimace wrote: | I do, but you knew that already. |
Yea.. well i like asking the same q on both here and the holonet. _________________ Confucious sayeth, don't wash cat while drunk! |
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Yasriia Sub-Lieutenant
Joined: 15 Aug 2010 Posts: 54
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Posted: Thu Jan 05, 2012 6:23 am Post subject: |
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Fallon Kell wrote: | Ties go to players, IIRC. |
This is the fastest and easiest way. We allways play like that (even if it doenst happen that often ). |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Thu Jan 05, 2012 5:37 pm Post subject: |
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crmcneill wrote: | garhkal wrote: | Interesting.. So no one actually has simo init... |
I did once, but they gave me a shot and it went away after a few days. |
HA! _________________ Blasted rules. Why can't they just be perfect? |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Thu Jan 05, 2012 6:24 pm Post subject: |
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-Each player rolls initiative.
-GM rolls initiative for opponents (grouped into a few groups if they are many)
-Then each combatant takes turn executing their actions.
-If a combatant rolls 10 more than the following combatant he gets to take two actions in a row.
If there is a tie, they act simultaneously. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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MacRauri Ensign
Joined: 26 Nov 2011 Posts: 47 Location: Twin Cities MN
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Posted: Thu Jan 05, 2012 7:11 pm Post subject: |
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ZzaphodD wrote: |
-If a combatant rolls 10 more than the following combatant he gets to take |
That's an interesting twist on initiative. How does it feel from a flow standpoint? Does it feel fair? |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Jan 06, 2012 4:45 pm Post subject: |
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MacRauri wrote: | ZzaphodD wrote: |
-If a combatant rolls 10 more than the following combatant he gets to take |
That's an interesting twist on initiative. How does it feel from a flow standpoint? Does it feel fair? |
Fair, I dont follow..
Seriously, as I see the round being an abstract way of representing the somewhat random flow of combat having someone getting to do two actions in a row does not seem unfair. Sure, the Bounty Hunter with 4D initiative will quite often get to act twice before the 2D goon. On the other hand, as the wild die is a factor a few goons will often get to shoot before the pcs. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Jan 06, 2012 5:09 pm Post subject: |
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ZzaphodD wrote: | Fair, I dont follow.. | For some reason I am not shocked by this answer.
ZzaphodD wrote: | -Each player rolls initiative.
-GM rolls initiative for opponents (grouped into a few groups if they are many)
-Then each combatant takes turn executing their actions. | So far, that is how we do things.
ZzaphodD wrote: | -If a combatant rolls 10 more than the following combatant he gets to take two actions in a row.
If there is a tie, they act simultaneously. | We tend not to have true simultaneous actions either because often the roll is just not the same or simultaneity is irrelevant because if A is acting againts B and C is acting against D it often doesn't matter whether A acts before or after C. If it matters, we do generally re-roll.
The double actions before the noticeably slower opponent is interesting. It allows for the possibilitiy of a Spagehtti Western style gun battle where the [strike]Bounty Hunter[/strike] Gambler can shoot two opponents before either can act (always shoot the faster guy first).
You mentioned the Bounty Hunter getting to act before the Mooks. Are you using DEX or PER for determining initiative? |
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