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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Jan 06, 2012 7:52 pm Post subject: |
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Bren wrote: | 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? |
If course, no point in 'enforcing' the simultaneous part if they dont act against each other or if the result of the actions affect the situations as a whole.
Im thinking of adding 'speed actions' as well. This will allow you to add +1D to initiative but will count as a MAP. This will let you snap away a hasty shot with little aim.
We use Per as initiative. But Im thinking of using both. Per will then just be used the first (or first couple of) round when combatants are surprised. Once they get hold of the situation we switch to Dex initiativ. I havent figured out if its worth it though... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Volar the Healer Jedi
Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Mon Apr 16, 2012 12:54 am Post subject: |
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I'd have them act at the same time. In real life both men have died when dueling. Don't see why it can't happen in Star Wars.
I don't like additional rules. The RPG rules' simplicity is one of the game's strongest points. _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Nov 22, 2015 5:08 pm Post subject: |
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WE have had several new folk show up since this was first answered..
So to those folk, do you have initiative be simo if both (or more than 2) sides roll the same for their Perception roll?
Do you have them re-roll? Do you have 'ties always go to player"? _________________ Confucious sayeth, don't wash cat while drunk! |
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Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
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Posted: Mon Nov 23, 2015 3:15 am Post subject: |
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I use the following initiative system:
Actions are declared from the lowest PER score to the highest. If in doubt, PCs get the advantage.
Actions are resolved from the highest DEX score (or MEC score, if you're driving something) to the lowest. If in doubt, PCs get the advantage. If two PCs can't agree to when they go between them, roll-off. If roll-off is equal, they execute their action at the same time.
First, first actions. Then, second actions. And so on.
It works pretty well, I think. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Mon Nov 23, 2015 11:43 am Post subject: |
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That's a cool idea. |
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