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Wacky half-baked idea: Card Based Initiative
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<blockquote data-quote="Aaron2" data-source="post: 1984725" data-attributes="member: 1436"><p>I've been thinking of developing a card-based initiative system similar to the one used in the old WW2 mini game Battleground WW2 with additional ideas from Bushido. Here goes:</p><p></p><p>Each character has a stat called Actions. Calculate it as 2 + ((Level + Dex Mod + Wis Mod) / 5). So each character will start with a 2 or, maybe, 3 and gain 1 every five levels or so.</p><p></p><p>With a deck of cards, take one card of a particular value for each Action for each character. For example, Character A will be Kings and has an Actions of 2; so take two Kings and place them in the Action Deck. Character B will add his three Jacks to that deck, etc. Add the monster's cards in as well. You might need several identical decks (which we all got for christmas as part of that poker set). </p><p></p><p>Now, each round, shuffle the cards and draw them one-by-one. When one of your character's cards is drawn, you get to take one action: either a Standard or Move action. That's it. When the deck is done, the round ends. Reshuffle and start again. [For added randomness, after you've shuffled, shuffle a Joker into the bottom half of the deck. When the Joker comes up the round ends. Too bad for those with missed actions.]</p><p></p><p>With this system, you can go through the cards quickly and the players will never know when their next action will be so they need to take chances ("will I get my next move before the Ogre attacks so I can run away?"). Also, characters with high initiative will tend to go sooner (since they have more cards to draw) as well as more often.</p><p></p><p>A couple things. First, there are no more full-round actions. Things that used to take them now take 2 Actions instead. There are no iterative attacks either, higher level character just get more actions. Things like TWF and Rapid Shot have to let you take two shots in a standard action so may need to have their penalties re-adjusted. Also, as character gain levels they will gain action but so will their opponents so it should even out. Woe to the low level character involved in that fight! This actually might help make a single BBEG a more viable opponent since he will move faster relative to the PCs. </p><p></p><p>You can add new skills or feats that let you give your actions to another character (by commanding or inspiring him to do something). This might allow you to make a viable (and highly valuable) non-combat character. </p><p></p><p>There are a couple flaws I can see right away. First, the additional actions will allow spellcasters to cast spells faster than they do now. Second, dealing with a deck of cards may take extra time especially since each player acts twice per round. Also, without iterative attacks, high level fighters might never miss. Hopefully, maneuvers from the Book or Iron Might will give them extra things to spend their BAB on.</p><p></p><p>Flame away.</p><p></p><p></p><p>Aaron</p></blockquote><p></p>
[QUOTE="Aaron2, post: 1984725, member: 1436"] I've been thinking of developing a card-based initiative system similar to the one used in the old WW2 mini game Battleground WW2 with additional ideas from Bushido. Here goes: Each character has a stat called Actions. Calculate it as 2 + ((Level + Dex Mod + Wis Mod) / 5). So each character will start with a 2 or, maybe, 3 and gain 1 every five levels or so. With a deck of cards, take one card of a particular value for each Action for each character. For example, Character A will be Kings and has an Actions of 2; so take two Kings and place them in the Action Deck. Character B will add his three Jacks to that deck, etc. Add the monster's cards in as well. You might need several identical decks (which we all got for christmas as part of that poker set). Now, each round, shuffle the cards and draw them one-by-one. When one of your character's cards is drawn, you get to take one action: either a Standard or Move action. That's it. When the deck is done, the round ends. Reshuffle and start again. [For added randomness, after you've shuffled, shuffle a Joker into the bottom half of the deck. When the Joker comes up the round ends. Too bad for those with missed actions.] With this system, you can go through the cards quickly and the players will never know when their next action will be so they need to take chances ("will I get my next move before the Ogre attacks so I can run away?"). Also, characters with high initiative will tend to go sooner (since they have more cards to draw) as well as more often. A couple things. First, there are no more full-round actions. Things that used to take them now take 2 Actions instead. There are no iterative attacks either, higher level character just get more actions. Things like TWF and Rapid Shot have to let you take two shots in a standard action so may need to have their penalties re-adjusted. Also, as character gain levels they will gain action but so will their opponents so it should even out. Woe to the low level character involved in that fight! This actually might help make a single BBEG a more viable opponent since he will move faster relative to the PCs. You can add new skills or feats that let you give your actions to another character (by commanding or inspiring him to do something). This might allow you to make a viable (and highly valuable) non-combat character. There are a couple flaws I can see right away. First, the additional actions will allow spellcasters to cast spells faster than they do now. Second, dealing with a deck of cards may take extra time especially since each player acts twice per round. Also, without iterative attacks, high level fighters might never miss. Hopefully, maneuvers from the Book or Iron Might will give them extra things to spend their BAB on. Flame away. Aaron [/QUOTE]
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