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Initiative and Reaction Skills
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Cowboy Hat
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PostPosted: Thu Mar 04, 2010 7:00 am    Post subject: Initiative and Reaction Skills Reply with quote

I've read all the posts on Initiative and Reaction Skills that I can find and I'd like to ask two questions based on my findings:

1. Does anyone run the game exactly as they are written in SW 2nd Ed R&E?

Reason for question:

-It would seem from the other threads that most people don't run initiative and reaction skills as RAW.

Other people have stated.

Initiative penalizes people on "your side" if they don't have the highest score on "your side" and the player with the highest perception rolls low.

(also it seems bizarre and most other games don't do it like this - if they do it's only to combine 2 or more "mooks" (low levelled throwaway enemies) when PC's are facing very large numbers of enemies - i.e Feng Shui - Action Movie Game)

Reaction skills. You can take a first action with no modified dice pool and then declare a reaction skills with only a -1. Most people seem to think this is broken or at least not very clear in the RAW.

2. My second question is about Reaction Skills though to clarify, in regards to Initiative I am going to run it where each person rolls and highest goes first followed by second highest etc until all combatants have acted per turn. This will be irrespective of "side".

With reaction skills I was thinking of running it one of three ways, could someone give me their ideas of the pro's and cons of each?

a) Everyone declares how many actions they are going to take per round but not what they are. If someone has declared only one action he may roll full defense as a reaction skill but no other action that round. If someone has declared multiple actions he can take a reaction skill with the -mod at any point.

b) As D6 Space (paraphrased). - On your turn you may declare a full defense or multiple actions where one of actions these may be a reaction defense. These defense scores come into effect after your turn in the round. You can't react to an attack before this as you just weren't fast enough.

c) You may use a reaction skill at any time, however if you haven't declared it you will incur an additional -1 die penalty. i.e in the example previously - if you act on no penalty and then you declare later that round to take a reaction skill you suffer -1 for multiple action and then another -1 for an undeclared reaction skill.


Sorry if that's a little long, I wanted to be clear in what I was saying - and I can only hope that I have!

Thanks.
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cheshire
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PostPosted: Thu Mar 04, 2010 7:33 am    Post subject: Re: Initiative and Reaction Skills Reply with quote

Cowboy Hat wrote:
b) As D6 Space (paraphrased). - On your turn you may declare a full defense or multiple actions where one of actions these may be a reaction defense. These defense scores come into effect after your turn in the round. You can't react to an attack before this as you just weren't fast enough.


This is actually pretty similar to what I've been doing for years.
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PostPosted: Thu Mar 04, 2010 7:45 am    Post subject: Re: Initiative and Reaction Skills Reply with quote

cheshire wrote:
Cowboy Hat wrote:
b) As D6 Space (paraphrased). - On your turn you may declare a full defense or multiple actions where one of actions these may be a reaction defense. These defense scores come into effect after your turn in the round. You can't react to an attack before this as you just weren't fast enough.


This is actually pretty similar to what I've been doing for years.


well as you've said "for years" I think this might be my way forward unless I hear otherwise.

My wife came up with a really good way of adding in + and - modifiers for reaction skills which made things fairer (though can't for the life remember what they were now), but the problem with it was that it made everything more complex - not that anyone here finds adding up pips on D6's a few times a round a chore, just that it was led to "hold on, what do I do again" situations, which I try to avoid!

I like the D6 Space lack of reaction skills, I think it's a lot fairer though it does lead to more deadly combat for the most part. Which of course isn't necessarily a bad thing as it can stop players doing daft things.

I remember a game years ago where someone decided that running head on against an AT-ST would be heroic. Even with the normal reaction skills, he died bad. But still, without reaction skills he might have though twice.

(though knowing him, not for long)
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PostPosted: Thu Mar 04, 2010 8:04 am    Post subject: Re: Initiative and Reaction Skills Reply with quote

cheshire wrote:
Cowboy Hat wrote:
b) As D6 Space (paraphrased). - On your turn you may declare a full defense or multiple actions where one of actions these may be a reaction defense. These defense scores come into effect after your turn in the round. You can't react to an attack before this as you just weren't fast enough.


This is actually pretty similar to what I've been doing for years.


Same here... mind you, this is pretty similar to the 2e RAW. I'm not a fan of what R&E did with reactions.
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PostPosted: Thu Mar 04, 2010 8:08 am    Post subject: Re: Initiative and Reaction Skills Reply with quote

Ankhanu wrote:
cheshire wrote:
Cowboy Hat wrote:
b) As D6 Space (paraphrased). - On your turn you may declare a full defense or multiple actions where one of actions these may be a reaction defense. These defense scores come into effect after your turn in the round. You can't react to an attack before this as you just weren't fast enough.


This is actually pretty similar to what I've been doing for years.


Same here... mind you, this is pretty similar to the 2e RAW. I'm not a fan of what R&E did with reactions.


I only have R&E, can you give me an example of 2nd Ed (or first for that matter)
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PostPosted: Thu Mar 04, 2010 6:55 pm    Post subject: Reply with quote

Quote:
a) Everyone declares how many actions they are going to take per round but not what they are. If someone has declared only one action he may roll full defense as a reaction skill but no other action that round. If someone has declared multiple actions he can take a reaction skill with the -mod at any point.


This is how i am and is how most places i have gamed at are.
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PostPosted: Thu Mar 04, 2010 11:10 pm    Post subject: Reply with quote

We do (A) as well, seems to work well.

For initiative, we do sides so it will go faster.
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PostPosted: Thu Mar 04, 2010 11:11 pm    Post subject: Reply with quote

I have fluctuated between sides and having them go in perception order.. Where they roll their perception that is.
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PostPosted: Thu Mar 04, 2010 11:12 pm    Post subject: Reply with quote

We tried that once but IRC it was a lot of paperwork
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PostPosted: Tue Apr 12, 2011 9:19 am    Post subject: Reply with quote

I'm sort of bumping this as it's been awhile (well about a year) since I posted the thread and I've actually got the time to play.

I was hoping to get a few more answers (though all the ones I've got are great) as Initiative/MAP/Reaction Skills are almost universally agreed as broken (and those who don't believe they are broken should at least agreed they are hotly debated).

I'll probably only have 2/3 players and I'm still not sure which way I should run it, but with small amount of players I was thinking of dropping each side goes first and allowing each participant in a fight to act on their own initiative.
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PostPosted: Tue Apr 12, 2011 9:31 am    Post subject: Reply with quote

Well, I kinda fall back to a modified form of the 1st Ed initiative rules. There's a declaration phase and a resolution phase.

Everyone rolls Perception and declares actions in the order from lowest to highest (more perceptive PCs see things coming). If they don't declare a dodge/defensive action right then or declare a spare action to keep in reserve for a reaction, they don't get one.

Then everyone rolls their actions and remembers the numbers. Actions are then resolved from highest roll to lowest roll. (e.g. If you get a 26 on your Blaster attack roll, it goes before an opponent's Blaster shot of 21. And if the bad guy got a 27 for his Dodge roll, your shot misses.)
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PostPosted: Tue Apr 12, 2011 9:41 am    Post subject: Reply with quote

Rerun941 wrote:
Well, I kinda fall back to a modified form of the 1st Ed initiative rules. There's a declaration phase and a resolution phase.

Everyone rolls Perception and declares actions in the order from lowest to highest (more perceptive PCs see things coming). If they don't declare a dodge/defensive action right then or declare a spare action to keep in reserve for a reaction, they don't get one.

Then everyone rolls their actions and remembers the numbers. Actions are then resolved from highest roll to lowest roll. (e.g. If you get a 26 on your Blaster attack roll, it goes before an opponent's Blaster shot of 21. And if the bad guy got a 27 for his Dodge roll, your shot misses.)


See I like the idea of this but I take it that when you say declare actions you mean:

I take 3 actions, one is x, one is y and one is z
next person
I take 2 actions, one is y, one is z

rather than

I take 3 actions
next person
I take 2 actions

if you do the first way from lowest to highest than those with higher initiative get to know what they're up against and can react accordingly as seems right.

However, with all of the declarations before resolution does this not become a lot of book keeping, esp for the GM?

How do you find it in play? Do the PC's do a lot of their own book keeping?
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PostPosted: Tue Apr 12, 2011 10:10 am    Post subject: Reply with quote

Cowboy Hat wrote:
See I like the idea of this but I take it that when you say declare actions you mean:

I take 3 actions, one is x, one is y and one is z
next person
I take 2 actions, one is y, one is z

rather than

I take 3 actions
next person
I take 2 actions

if you do the first way from lowest to highest than those with higher initiative get to know what they're up against and can react accordingly as seems right.

However, with all of the declarations before resolution does this not become a lot of book keeping, esp for the GM?

How do you find it in play? Do the PC's do a lot of their own book keeping?


The declaration phase is usually the PC describing what they want to try to accomplish and I assign a number of actions (and they can adjust if there are too many MAPs imposed). I have players say things like "I draw my blaster, run across the hangar bay and fire at the closest stormtrooper" and I reply, "that's 3 actions, so your shot will be at -2D, and you haven't declared a Dodge, so the bad guys will only need to beat the ranged penalty to hit you." To which I usually get "uhhh, lemme just shoot and dodge, then."

Now, a player could say "I want to shoot at the stormtrooper and hold another action to wait and see what happens." So that's declaring 2 actions, both at -1D. One of which is held in reserve and can be used for a reaction skill. If no one shoots at them, they can use that action to do something else in the round (still at -1D).

As far as the bookkeeping goes, it's really not bad... I just keep the usual initiative (declaration) order and then get the attack numbers from the PCs. Write em down, get the numbers for the NPCs actions and then describe what happens in the resolution order (highes to lowest). If anything hits, ask for immediate soak rolls. If a character takes a stun/wound/etc, they lose any actions they haven't resolved yet. (e.g. the Stormtrooper hits you on 25. Roll your Str. Difference of 5? That's a wound, you fall prone. When was your action? "I had a shot that would have gone off on 19" Ok, you lose that action.)
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PostPosted: Tue Apr 12, 2011 10:55 am    Post subject: Reply with quote

That's interesting and I might try it. (Might try a few actually in some faux combat games)

I've been playing a lot of Cortex recently, well Serenity but using the updated combat rules, and they seem very similar to how I would run Star Wars (yes it's a different system but it has similar MAP penalties and that seems to work okay.

I was thinking that it could be translated easily enough into Star Wars D6 - in fact rather than say -1 step penalty you just say -1 dice penalty.

I don't have either books here but I believe the updated cortex rules work as follows:

1 single turn between two people in a fight, turn = 3 seconds.

EDIT: I think turn and round are more ambiguous in cortex as everyone acts (has a turn) within the round of three seconds. I think. Might be wrong. There is just that chance.

You can take up to 3 actions (normally) in a turn after the first (with -1,-2 etc dice step reductions) depending on GM fiat and whether the dice step reduction will reduce to 0 or not.

Person who initiates fight gets to go first (I ignore this unless it's a surprise attack)

Roll for initiative

1st person attacks but has no penalty as first action

2nd person uses static defence which doesn't count as an action.

2nd person attacks but has no penalty as first action

1st person uses a dodge which can be taken at any time = 1 step penalty

1st person takes a swing for 2 step penalty

2nd person uses static defence which doesn't count as an action.

2nd person attacks with a 2 step penalty

1st person takes a dodge which can be taken at any time = 3 step penalty

1st person can't go again (4 actions in 3 seconds is the limit)

2nd person can attack again with a 3 step penalty

1st person can only use static defence.


I think that's how it works (although someone who plays cortex and has the book (and the sw book) to hand might be able to give a better example. Personally I'd only use a maximum of 3 actions but gave 4 to hopefully get my example across.

Also, the boss is looking.
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Last edited by Cowboy Hat on Tue Apr 12, 2011 12:39 pm; edited 3 times in total
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PostPosted: Tue Apr 12, 2011 11:39 am    Post subject: Re: Initiative and Reaction Skills Reply with quote

Cowboy Hat wrote:
1. Does anyone run the game exactly as they are written in SW 2nd Ed R&E?
I would imagine the great majority have at least a few house rules. We run most things pretty close to the RAW.
Quote:
Initiative penalizes people on "your side" if they don't have the highest score on "your side" and the player with the highest perception rolls low.
But it benefits them if the person with the high perception rolls high. Statistically it is to everyone's advantage to have the highest person roll vs. rolling their own (lower) perception. Having everyone on a side act at the same time is sometimes an advantage and sometimes a disadvantage.

I recall a little used house rule that switched which player rolled initiative after the current roller rolled a 1 on the wild die. You moved to the next highest initiative in the group. This let someone else roll for a while and offered a slight benefit to the side that had more than one character with a decent perception. IIR once the current roller got a six on the wild die you could switch back to the higher perception rolling for initiative.
Quote:
(also it seems bizarre and most other games don't do it like this - if they do it's only to combine 2 or more "mooks" (low levelled throwaway enemies) when PC's are facing very large numbers of enemies - i.e Feng Shui - Action Movie Game)
It is a bit unusual for current RPGs. At one time virtually all board games did turns this way. But really I think it's only slightly more bizarre than the notion of having turns at all. The real world doesn't have turns. Wink I presume the reason for using sides is two fold: (i) it's far faster to roll one initiative per side than to roll multiple rolls and compare up to dozens of rolls and (ii) it reinforces that the players are on the same side or team by having only two sides (us and them).
Quote:
Reaction skills. You can take a first action with no modified dice pool and then declare a reaction skills with only a -1. Most people seem to think this is broken or at least not very clear in the RAW.
That seems OK to me. It gives a bonus to the side that acts first. The side that acts second, on the other hand, gets to know what the first side has done.
Quote:
2. My second question is about Reaction Skills though to clarify, in regards to Initiative I am going to run it where each person rolls and highest goes first followed by second highest etc until all combatants have acted per turn. This will be irrespective of "side".
We have sometimes done that. It works pretty well when there are only a few characters total, but it gets rather complicated when there are a dozen or more characters to roll for.

We run close to a) although often players will both declare what they intend to do and their number of actions, e.g. "I going to shoot twice and dodge if they try to shoot me." It's not that the rules require this level of detail, it just seems that is how the players think about how many actions they want to declare.

b) This will make combat more deadly, especially at point blank range, since the side that shoots first will be targeting a difficulty of 5 or less. It may also encourage dodging before you even know someone is shooting at you. Having a PC dive for cover when no one actually shoots at him (or even at all) may be more realistic, but it seems pretty uncinematic. I find the combination of more deadly and less movie like unappealing.

c) Seems better than b, but I don't really see the need for an additional penalty to the dodge or parry. The net effect of the additional penalty is that it may make no sense to roll a reaction since with a minimum -2D penalty the range difficulty may be higher than the dodge (especially at longer ranges and for beginning characters). This would lead to characters standing flat footed while being shot at. In the right circumstances that could look either very cinematic or just very stupid.
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