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Post by joecrak on Nov 14, 2015 7:26:59 GMT -8
The biggest problem I saw with hippy initiative system is NOT that people didn't know whether they've had a turn or not (everyone seemed to know that). The problem, to me, seemed to be, "no you go ahead, I'll wait." Maybe the players in the playtests weren't as polite. This seems to be an issue of the group not yet thinking tactically. Example. Say you have some one great at buffing or debugging enemies. If he takes an action that gives his party members bonus dice, or the enemies penalty dice, that end at the start of his next action, it would be tactically smart if he went first in one turn, and then went last in the next turn, so all those effects last longer. Or, if you have someone great at murderizing, he could go last in one turn and first in the next, so he can basically go twice in a row. This proved to be hugely useful in warhammer, and in space battles in Star Wars. Like a tie fighter gains the advantage on us at the end of the round, and that takes an entire action. So he goes first at his first opportunity to use his advantage as soon as possible. Most gm's don't like to gain the advantage though, despite how useful it is. Because that's a turn that they aren't dealing damage to the rebel/criminal scum.
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samiam
Initiate Douchebag
Member: Lady Monster-Slaying Society - Portland OR
Posts: 6
Preferred Game Systems: FFG Star Wars; Fate; Savage Worlds
Currently Playing: Occasional one-shots in various systems
Currently Running: FateScape - a Planescape setting campaign in Fate Core and Edge of the Empire one-shots
Favorite Species of Monkey: Balinese Macaque
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Post by samiam on Jan 11, 2016 13:30:23 GMT -8
Or there's the Cortex+ way, the GM chooses who goes first, and then each person finishes their action by nominating who (including the GM) goes next. I've really come to like this style of Initiative, super easy to remember and track. The side which narratively makes sense (i.e. ambush/surprise) starts. The first character to go "passes the baton" to the next, whether PC or NPC, and so on. I found my normally non-strategery-oriented group talking more amongst themselves what order to go in by who can help/hinder who, create advantages/hindrances, etc as well as when to pass to the NPCs since leaving them to last carries the threat of them also going first the next round. I started using this for my FateScape campaign (Planescape in Fate Core) and then used it for a recent EotE one-shot. Tracking initiative is simply a case of a list of character names and tick marks to to note who has gone that round. I'll keep using it if it makes sense.
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