Hack: Dynamic Initiative
Jun 13, 2012 14:37:20 GMT -8
Post by Xenuuite on Jun 13, 2012 14:37:20 GMT -8
First a disclaimer: THIS HAS NOT BEEN PLAYTESTED IN ANY WAY. Unfortunately, I do not yet have a regular Savage Worlds game; I just had this idea today and wanted to get everyone's thoughts on it. (I'm also not sure if dynamic is the right word for it, but it was the best name I could think of).
At the beginning of combat, each wild card and group of extras is dealt a hand of five cards. A player can, at any time, choose to play a card in his hand and declare an action. When playing a card, you must play the highest card in your hand.
Interrupts: Once a wild card has played a card and declared his action, anyone with a higher card can attempt to play that card to act before the initial play. This can happen any number of times, and once all actions are declared, actions are resolved in order from high card to low card (including suit order). Declared actions can change according to the actions which interrupt them.
Example: At the beginning of combat, the GM plays an 8 for his evil necromancer, and declares that the necromancer will attempt to cast a spell.
One of the players plays a 9 from his hand, and declares he will attempt to interrupt the necromancer.
The GM then plays a King from the hand of the necromancer's bodyguard, and declares that the bodyguard will interpose himself between the hero and the necromancer.
The actions are then resolved in order; on King, the bodyguard, seeing that the hero intends to interrupt his boss, puts himself in position to threaten the hero and attacks, dealing a wound.
The hero now doesn't like his chances to reach the necromancer unscathed, and instead chooses to engage and attack the bodyguard.
The necromancer may now cast his spell unmolested.
Cards are played and actions declared until all hands have been depleted, and then new hands are dealt. This essentially encompasses five rounds worth of actions, but they are handled in a more fluid way which requires the players to be more engaged and proactive.
It may adversely affect the way in which spell durations are tracked, so this may still need to be taken into account. I look forward to thoughts on this.
At the beginning of combat, each wild card and group of extras is dealt a hand of five cards. A player can, at any time, choose to play a card in his hand and declare an action. When playing a card, you must play the highest card in your hand.
Interrupts: Once a wild card has played a card and declared his action, anyone with a higher card can attempt to play that card to act before the initial play. This can happen any number of times, and once all actions are declared, actions are resolved in order from high card to low card (including suit order). Declared actions can change according to the actions which interrupt them.
Example: At the beginning of combat, the GM plays an 8 for his evil necromancer, and declares that the necromancer will attempt to cast a spell.
One of the players plays a 9 from his hand, and declares he will attempt to interrupt the necromancer.
The GM then plays a King from the hand of the necromancer's bodyguard, and declares that the bodyguard will interpose himself between the hero and the necromancer.
The actions are then resolved in order; on King, the bodyguard, seeing that the hero intends to interrupt his boss, puts himself in position to threaten the hero and attacks, dealing a wound.
The hero now doesn't like his chances to reach the necromancer unscathed, and instead chooses to engage and attack the bodyguard.
The necromancer may now cast his spell unmolested.
Cards are played and actions declared until all hands have been depleted, and then new hands are dealt. This essentially encompasses five rounds worth of actions, but they are handled in a more fluid way which requires the players to be more engaged and proactive.
It may adversely affect the way in which spell durations are tracked, so this may still need to be taken into account. I look forward to thoughts on this.