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Alternate Initiative Rules?
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shnar
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PostPosted: Fri Oct 10, 2008 3:20 pm    Post subject: Alternate Initiative Rules? Reply with quote

I'm just getting into 2nd Ed rules, and *really* don't like how they changed the Initiative Rules. I mean, one side vs. the other side? I suppose in very large battles, this would be fine, but most small skirmishes, it's good to mix things up.

What Initiative rules have you come up with and like using?

-shnar
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garhkal
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PostPosted: Fri Oct 10, 2008 4:19 pm    Post subject: Reply with quote

Everyone rolls perception. Go in highest to lowest roll order.
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Gry Sarth
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PostPosted: Fri Oct 10, 2008 5:46 pm    Post subject: Reply with quote

Ditto. You should only do one side against the other when your scene is way too complex.
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Phalanks Balas
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PostPosted: Mon Oct 13, 2008 8:22 am    Post subject: Reply with quote

More funny,

Each player writes on a paper what she wants to do and then when everybody has done, we roll the initiative Smile
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Ankhanu
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PostPosted: Mon Oct 13, 2008 9:58 am    Post subject: Reply with quote

garhkal wrote:
Everyone rolls perception. Go in highest to lowest roll order.


This is the 2nd Ed. rule, and it's the rule I've continued to use after R&E was published.
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Orgaloth
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PostPosted: Tue Oct 14, 2008 12:18 am    Post subject: Reply with quote

Ankhanu wrote:
garhkal wrote:
Everyone rolls perception. Go in highest to lowest roll order.


This is the 2nd Ed. rule, and it's the rule I've continued to use after R&E was published.


Its also in many other systems and what we use as well. In fact, we didn't even know the r&e did it that way.
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shnar
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PostPosted: Tue Oct 14, 2008 3:03 am    Post subject: Reply with quote

That's not how it is in 2nd Ed R&E:

Quote:
The character with the highest Perception on each
side rolls that attribute. The character who gets the
highest roll gets to decide whether his side acts first or
last in that round. (Re-roll in the event of a tie.)

(Page 78, The Rules section)


You effectively have each side just roll one init roll. IIRC 2nd "normal" was the same way (don't have rulebook in front of me to verify). 1st Ed had no rolls, just went in descending order of Perception attribute.

However, knowing my group, I think we'll do the everyone-roll-init, then declare *number* only of actions, then in order of init, perform actions. I also think that if you do a Reaction Skill (i.e. dodge/parry/etc) you have the option of either taking it as one of your actions, or add it but it counts as 2 actions (i.e. -2D instead of -1D MAP).

-shnar
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schnarre
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PostPosted: Sat Dec 05, 2009 11:13 pm    Post subject: Reply with quote

1st Ed had an ascending-descending bit:

PCs/NPCs declared their actions by Dex order lowest to highest. Then actions were resolved highest Dex to lowest.

1st also had "Haste" actions, allowing one to pre-empt an adversary at the cost of a 1D penalty for every level of Haste declared.

Loved the old Rules Companion! (Still use it)
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ZzaphodD
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PostPosted: Sun Dec 13, 2009 3:55 pm    Post subject: Reply with quote

I just roll 'Initiative' which is the avearage of Dex and Per. I note down everyones results on a piece of paper and then the character/npc with the highest result does one action first and then all follow in decreasing intitiative. If you do more than one action in a round, your second action will take place on your rolled Initiative -5, the third at Initiative -10 etc. This may result in a combatant doing several actions before the opponent may act.

Initiative can be raised by the force power that raises abilities.
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Raven Redstar
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PostPosted: Sun Dec 13, 2009 5:06 pm    Post subject: Reply with quote

I've actually been considering applying the open source D6 initiative rules. To give veteran characters and villains better initiative checks. So that you don't have to have a bad guy with 4D or 5D perception to out speed your players. So for every 2D in search above the attribute, the player or GMC gets a +1 on to their initiative total.
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garhkal
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PostPosted: Mon Dec 14, 2009 12:03 am    Post subject: Reply with quote

That is an interesting way to switch things up.

Alternatively, i have seen one GM who had a seperate skill, 'combat awareness' which was an advanced skill usable only FOR initiave. Each segment of combat (ground, vehicle, space, atmospheric) had their own version. Cannot remember what the prereqs were or if there were any.
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Raven Redstar
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PostPosted: Mon Dec 14, 2009 9:07 am    Post subject: Reply with quote

Quote:
Alternatively, i have seen one GM who had a seperate skill, 'combat awareness' which was an advanced skill usable only FOR initiave. Each segment of combat (ground, vehicle, space, atmospheric) had their own version. Cannot remember what the prereqs were or if there were any.


Hm, that's a cool idea too.
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schnarre
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PostPosted: Mon Dec 14, 2009 9:58 pm    Post subject: Reply with quote

Raven Redstar wrote:
I've actually been considering applying the open source D6 initiative rules. To give veteran characters and villains better initiative checks. So that you don't have to have a bad guy with 4D or 5D perception to out speed your players. So for every 2D in search above the attribute, the player or GMC gets a +1 on to their initiative total.



...That's an interesting idea! Perhaps this can be employed with Tactics for large battles!?
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