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Initiative
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adamlumina93
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PostPosted: Sat Sep 05, 2009 5:19 pm    Post subject: Initiative Reply with quote

Was thinking about implementing a new house rule in my game. The side that wins initiative will keep that say for 1d6+1 rounds before rerolling. In ground combat I let every player roll and we count down from the highest total, and in space combat I have pilots roll against each other (to get positioning) and then another check for anyone who has the ability to fire a weapon. My players really seem to like it that way.
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Gry Sarth
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PostPosted: Sat Sep 05, 2009 6:30 pm    Post subject: Reply with quote

I'm not sure I understand. So your players llike individual initiatives being rolled every round, but you're implementing a group initiative that lasts for several rounds? I'm confused.
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wolfe
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PostPosted: Sat Sep 05, 2009 6:33 pm    Post subject: Reply with quote

That seems to be needlessly overcomplicating things from how I'm understanding it.
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adamlumina93
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PostPosted: Sat Sep 05, 2009 7:10 pm    Post subject: Reply with quote

Ok let me try to clarify. Players A, B, & C are fighting Bad Guys 1 and 2.

Player A rolls 17
Player B rolls 12
Player C rolls 14
Bad Guy 1 rolls 15
Bad Guy 2 rolls 12

I roll a 1d6+1 and get a result of 4. The combat order for the next four rounds until the next initiative roll would be the following.

Player A, Bad Guy 1, Player C, and then Player B and Bad Guy 2 go at the same time.

Then after the first set of actions we go to multiple actions if people want to.
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wolfe
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PostPosted: Sat Sep 05, 2009 7:16 pm    Post subject: Reply with quote

Hmmm, I think the only way I'd use that is if the players/npc won opposing tactics roll.

As is it gives too much initiative to one group for no real reason.
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Gry Sarth
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PostPosted: Sat Sep 05, 2009 7:23 pm    Post subject: Reply with quote

I agree. I don't see why a random dice roll should determine how long a certain initiative order is maintained. If I wanted to retain a certain initiative order for several rounds, I'd just rule that it would remain the same until something shifted in the combat and I decided to call for another round of initiative rolls.
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cheshire
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PostPosted: Sat Sep 05, 2009 7:31 pm    Post subject: Reply with quote

I think that the purpose is to speed up game play. And there, I can certainly see why you would. Combat is slow in D6 as it is, and simplifying initiative simply removes one set of rolls and numbers to write down.

We usually wind up fudging initiative in my gaming group anyway for that reason.
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wolfe
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PostPosted: Sat Sep 05, 2009 7:38 pm    Post subject: Reply with quote

That only makes me disagree with it even more.
It makes any action the players/NPC do rather trivial in reguards to gaining the initiative.
Why would I as the GM bother with using any tactics if the players get the initiative for the next several rounds no matter what I did.
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Gry Sarth
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PostPosted: Sat Sep 05, 2009 7:42 pm    Post subject: Reply with quote

yes, I can see the logic in retaining the initiative order for several rounds. What I don't understand is why it should change every 1D+1 rounds, instead of when it makes sense to.
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adamlumina93
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PostPosted: Sat Sep 05, 2009 9:52 pm    Post subject: Reply with quote

the order of maintaining was for speeding up play, the whole 1d6+1 was just a spontaneous thought that popped in my mind. Maybe I can work tactics into the game that way and then let that apply since there is such a gray area where the tactics skill is concerned.

If group A can out tactic group B I think a fair thing would be to hold initiative for that many rounds.

I do appreciate the feedback as that is what I wanted, I don't take offense to people shooting down an idea. That is why I posted to begin with.
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