Alternative initiative/action rules (think Metal Gear Acid)

Nareau

Explorer
I recently played Metal Gear Acid for the PSP. It's a pretty good game.

The gameplay is turn-based. Each turn, you can perform 2-4 actions. Each action has a "cost" assocaited with it. The more cost you accumulate, the longer you have to wait before it's your turn again. I'm thinking about adapting this to D&D somehow.

Here's an example:
Combat starts. I win initiative.
I can take 3 actions this turn. I decide to run up to the enemy (cost 3), pull out my longsword (cost 1) and take a swing at him (cost 6). My turn ends, and I've used 10 cost.

Bad guy goes next. He can take 3 actions this turn also. He pulls out his dagger (cost 1) and takes a swing at me (cost 4). He decides to take another swing at me (cost 4). He's now at 9 cost.

Now the cost counter starts ticking down...when someone gets to 0, they get to act again. After 9 "ticks", his cost is 0, so he gets to go.

He takes 3 swings at me with that dagger (total cost = 3 x 4 = 12).

Clock ticks down one more, and my cost is 0.

I drink a potion (cost 3), and take 2 swings at him with my sword (total cost 12). I'm at 15 now...

This might be overly complicated, and it might lead to too many occasions when one person gets to act a whole lot before everyone else. But it also might be a cool way to make a rigidly turn-based system a lot more fluid. Has anyone seen something like this in other RPG's?

I also think the benefit of such a system would become more apparent with 4 or 5 combatants...

Spider
 

log in or register to remove this ad

Okay, sounds good, but what do you do with things like improved initiative?

This is a similar idea to fallout, but instead you got a set initiative and a number of actions based off of action points, so the warrior would get extra action points sort of thing.
 


Pets & Sidekicks

Remove ads

Top