Initiative system feedback
Jun 24, 2012 11:52:00 GMT -8
Post by Not Jaffo on Jun 24, 2012 11:52:00 GMT -8
Hey guys, I'm developing a universal roleplaying system and I've got an idea for an initiative system that I've never seen done before. But I'm worried that it's too complicated and might bog things down in actual play.
I should mention that Health pools are generally low, so once you do hit somebody, most characters will go down in two or three hits.
I would expect most combats to be resolved in one round, maybe two.
Any feedback would be appreciated.
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Roll Initiative
Once it becomes obvious that there’s going to be a combat, every character involved needs to roll a d20 and add his Character Level to the number. Certain skills and powers (Quickness) may allow you to add a bonus to this first roll, but for most characters, initiative is simply d20 + Character Level.
This result becomes your first initiative point. Subtract 10 from it to find your 2nd initiative point, subtract 10 again to find your 3rd, and so on, until your last initiative point is 10 or less.
Player A, a Level 8 character with no special initiative modifiers rolls a natural 14 on a d20. He adds his character level (8) and gets a total of 22. This becomes his first initiative point. He subtracts 10 and gets 12, that becomes his 2nd initiative point, then he subtracts 10 again and ends on 2.
So in this combat round, this character can act on initiative points 22, 12, and 2.
Player B is also level 8, but he rolls a natural 6 on a d20. That character gets to act on 14 and 4.
Player C rolls a natural 19, so he gets to act on 27, 17, and 7.
The party is facing a higher level opponent (level 12) and the Game Master rolls a natural 19, allowing his monster to act on 31, 21, 11, and 1. Characters cannot take action on any initiative point below 1.
So, because of the random die rolls, one participant in this combat gets to take 4 actions, two of them get to take 3 actions, and one of them is stuck with only 2 actions.
Higher level characters get to act more quickly, and more often, than low level ones.
Once everyone has rolled, the Game Master begins counting down from the highest initiative point.
So the participants take action in this order:
Monster (31)
Player C (27)
Player A (22)
Monster (21)
Player C (17)
Player B (14)
Player A (12)
Monster (11)
Player C (7)
Player B (4)
Player A (2)
Monster (1)
This randomized timing of actions adds an element of strategy for characters who are forced to change their plans. Let’s say Player C is attacked by the Monster first, and Player B is the healer. The Monster will have an opportunity to hit Player C twice before the healer can react.
Around the table, the easiest way to resolve initiative points is for the Game Master to call out the next initiative point for his bad guys and allow any player with a higher number to interrupt him.
Note: Calling out initiative points is a great way to keep characters focused and engaged with the game. Players are expected to keep track of their own initiative points and interrupt if they have a higher number than the GM. Players who miss this cue may lose their place in line, or miss a chance to act entirely. The randomized nature of initiative points means that any character can get lucky and win a chance to go first.
Active Defense Rolls
At any point in combat, a character may sacrifice his next action and make an Active Defense roll to avoid an attack that would otherwise hit. Player C may have been planning to use a special attack on initiative point 17, but if the Monster successfully rolls to hit him and is obviously hitting for a lot of damage, he may choose to sacrifice that action for a defense roll and not act until initiative point 7.
A character who is hard-pressed during a fight may be forced to spend all his actions on defense.
Active Defense rolls should be declared after an attack successfully rolls to hit but before the attacker rolls damage. This way, the defending character may choose to defend himself or take his chances and absorb the damage.
I should mention that Health pools are generally low, so once you do hit somebody, most characters will go down in two or three hits.
I would expect most combats to be resolved in one round, maybe two.
Any feedback would be appreciated.
=====
Roll Initiative
Once it becomes obvious that there’s going to be a combat, every character involved needs to roll a d20 and add his Character Level to the number. Certain skills and powers (Quickness) may allow you to add a bonus to this first roll, but for most characters, initiative is simply d20 + Character Level.
This result becomes your first initiative point. Subtract 10 from it to find your 2nd initiative point, subtract 10 again to find your 3rd, and so on, until your last initiative point is 10 or less.
Player A, a Level 8 character with no special initiative modifiers rolls a natural 14 on a d20. He adds his character level (8) and gets a total of 22. This becomes his first initiative point. He subtracts 10 and gets 12, that becomes his 2nd initiative point, then he subtracts 10 again and ends on 2.
So in this combat round, this character can act on initiative points 22, 12, and 2.
Player B is also level 8, but he rolls a natural 6 on a d20. That character gets to act on 14 and 4.
Player C rolls a natural 19, so he gets to act on 27, 17, and 7.
The party is facing a higher level opponent (level 12) and the Game Master rolls a natural 19, allowing his monster to act on 31, 21, 11, and 1. Characters cannot take action on any initiative point below 1.
So, because of the random die rolls, one participant in this combat gets to take 4 actions, two of them get to take 3 actions, and one of them is stuck with only 2 actions.
Higher level characters get to act more quickly, and more often, than low level ones.
Once everyone has rolled, the Game Master begins counting down from the highest initiative point.
So the participants take action in this order:
Monster (31)
Player C (27)
Player A (22)
Monster (21)
Player C (17)
Player B (14)
Player A (12)
Monster (11)
Player C (7)
Player B (4)
Player A (2)
Monster (1)
This randomized timing of actions adds an element of strategy for characters who are forced to change their plans. Let’s say Player C is attacked by the Monster first, and Player B is the healer. The Monster will have an opportunity to hit Player C twice before the healer can react.
Around the table, the easiest way to resolve initiative points is for the Game Master to call out the next initiative point for his bad guys and allow any player with a higher number to interrupt him.
Note: Calling out initiative points is a great way to keep characters focused and engaged with the game. Players are expected to keep track of their own initiative points and interrupt if they have a higher number than the GM. Players who miss this cue may lose their place in line, or miss a chance to act entirely. The randomized nature of initiative points means that any character can get lucky and win a chance to go first.
Active Defense Rolls
At any point in combat, a character may sacrifice his next action and make an Active Defense roll to avoid an attack that would otherwise hit. Player C may have been planning to use a special attack on initiative point 17, but if the Monster successfully rolls to hit him and is obviously hitting for a lot of damage, he may choose to sacrifice that action for a defense roll and not act until initiative point 7.
A character who is hard-pressed during a fight may be forced to spend all his actions on defense.
Active Defense rolls should be declared after an attack successfully rolls to hit but before the attacker rolls damage. This way, the defending character may choose to defend himself or take his chances and absorb the damage.