Friday, April 20, 2012

RPGS Initiative concept


Initiative Order

Player and GM place their characters and monsters in the initiative queue wherever they desire with the lowest AGI+(speed?still deciding) score placing first, and the highest score placing last.

Example:
Sven AGI+SPD: 7
Ollie AGI+SPD: 5
Hjonmir AGI+SPD: 8
Goblins AGI+SPD: 4
  • Goblins have the lowest score so they place themselves in queue first

Queue
Goblins
  • Ollie places himself next, being a ranged attacker, he wants to go before the goblins

Queue
Ollie
Goblins
  • Sven is a melee attacker and also wants to go before the goblins but wants to go after Ollie to give him a chance to clear some from range

Queue
Ollie
Sven
Goblins
  • Hjonmir is a caster and decides to go last to either mop up what’s left of the goblins or to heal his friends.  He places himself at the end of the queue.

Queue
Ollie
Sven
Goblins
Hjonmir
  • Ollie will lead off each turn followed by Sven, then the goblins and Hjonmir will act last.

Any time during combat, a participant can remove themselves from the initiative queue.  While outside of the queue, the only actions available are move and defend.  At the beginning of any turn, a participant can place themselves back in the queue at any position.

8 comments:

  1. Interesting idea. All these combat systems use the AGI to set order, but then everything is always a round robin. I've wondered why we don't have high AGI/DEX characters attack more than once per round. Or drop ATK score to bump the speed up. (And then the high dex characters make up for it with higher accuracy.)

    Wait, I think WoW does all that behind the scenes. And they have the advantage of (1) memory and (2) live calculation.

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  2. I'm also considering using AGI or INT as the base for choosing your place in the queue.... players' choice.

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  3. Should there be a small random element (d4? d6? not sure what the scale is here) that gets added to determining place in queue. In the above example the PCs will (presuming their stats remain largely static) will always have the same priority. Might be nice if Ollie knows he at least has a chance of going before Sven, even if it's uncommon?

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  4. I'll just start off by saying i dont use any common modern game system, i built my own. I find the concept of a "queue" odd. I'm just used to a more fluid "decide what you want as you go" approach... i would just be wary of "over-legislating" rules. Heavily mechanic driven system do a lot of this... beware the sacrifice of fun and fluidity.

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  5. I'm hoping I won't have to put the random element in. There are still a few parts of the combat system I need to work out and playtesting will tell the tale on that one.

    I don't want to get too heavy in mechanics. I think that's what's wrong with DnD4e and even Pathfinder. Going to lay out the ideas and go from there.

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  6. Things I like:
    1. One less dice roll to make
    2. Saves time
    3. Combat order is fairly set-in-stone. The faster (or smarter) folks always go first.

    Things I dislike:
    1. "Roll for initiative!" is such an iconic part of tabletop. I feel like I would miss it.

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  7. Assuming this is for D&D, you have to realize replacing the Initiative system is going to break a fair number of racial bonuses, feats, item properties, Fortunes (if you use them), and probably a few other things that aren't immediately jumping to mind.

    As long as you're accounting for that, I say more power to you if it makes the game more fun for the players.

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  8. Nope, not D&D. I'm working on the rest of the combat system and hope to post something soon on it.

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