Aaron2 said:
How does dealing initiative work? Do players get multiple cards? Can you get the same results just by rolling d12s?
My system was different from the SW one, just inspired by.
For me, each +3 regular-style initiative bonus equates to +1 card drawn. So +2 Init bonus is 1 Card, while +3 Init Bonus is 2 Cards.
In SW, you have an Edge that lets you re-draw if you get 5 or less, and another trait that lets you draw two cards. 2 cards is statistically better than a redraw on 5, but for my own game I didn't want to get too complex and I wanted something that nestled into the established d20 Rules.
For my GT/Modern games the Joker gave a free Action Point that had to be spent that round in some way or another. It also went first.
The Suicide King went on King initative but all actions had a -2 penalty.
And instead of trying to keep track of suits, for tied cards we went "Left of the dealer" like a hand of poker. The GM is the dealer, and in the case of ties the GM would thus always go last, favoring the players, which the players always love.
Sort of an aside, but I wanted to share as the dealt init was such a wonderfully intuitive thing in SW that I yoinked it and made it my standard methodology for init.
You COULD roll d12 ... but the beauty of the cards was that the player had his init face up in front of him on the table in a highly visible and standard format. Instead of Billy writes his down on a dry-erase board, Sally keeps hers in her head, Johnny scribbles them in the margin of his character sheet, etc etc. This way, as the GM, I can glance at the table and I KNOW who's next ... there's not the call and response of rolled init in D&D ... "I've got a 30." "33 here." "28".
It's also fun because we can quickly and easily redistribute init every round, giving a real fluid nature to the combat.
--fje