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General Tabletop Discussion
*Pathfinder & Starfinder
Cyclical Initiative: AN Explanation
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<blockquote data-quote="AeroDm" data-source="post: 1175480" data-attributes="member: 13650"><p>Perhaps an example would help your group.</p><p></p><p>Imagine that it takes 6 seconds for you to do anything. You and your three friends are attacking two goblins. In this world, you (A) begin quickest and act on second #1. Your friends B, C, and D act on seconds 2, 3, and 4. The goblins G1 and G2 act on seconds 5 and 6. Obviously the second you act on is representative of your initiative, or how fast you reacted.</p><p></p><p>Now because it takes you 6 seconds to act, A goes on 1, 7, 13, 19 and so on. B would go on 2, 8, 14, 20, and so on. However, combat would get clunky if we kept track of numbers, so instead we just keep track of orders.</p><p></p><p>If you decide to delay until second #3, you waste all the time of second #1 and #2 until 3 arrives. Note that it still takes you 6 seconds to act, so now you act on 3, 9, 15, 21, et al. Again, the numbers don't matter, so we only record the order. Because you _must_ spend 6 seconds acting, you can never "undelay."</p><p></p><p>You could, of course, delay even further and end up back at the top. If you were at #1, dealyed to #3 and acted, and then when your turn came up again at #9 you could dealy until #13 and be back on track with the #1's (1 + 6 + 6 =13). Not sure why anyone would do this, but just trying to give further examples as to how the system works.</p></blockquote><p></p>
[QUOTE="AeroDm, post: 1175480, member: 13650"] Perhaps an example would help your group. Imagine that it takes 6 seconds for you to do anything. You and your three friends are attacking two goblins. In this world, you (A) begin quickest and act on second #1. Your friends B, C, and D act on seconds 2, 3, and 4. The goblins G1 and G2 act on seconds 5 and 6. Obviously the second you act on is representative of your initiative, or how fast you reacted. Now because it takes you 6 seconds to act, A goes on 1, 7, 13, 19 and so on. B would go on 2, 8, 14, 20, and so on. However, combat would get clunky if we kept track of numbers, so instead we just keep track of orders. If you decide to delay until second #3, you waste all the time of second #1 and #2 until 3 arrives. Note that it still takes you 6 seconds to act, so now you act on 3, 9, 15, 21, et al. Again, the numbers don't matter, so we only record the order. Because you _must_ spend 6 seconds acting, you can never "undelay." You could, of course, delay even further and end up back at the top. If you were at #1, dealyed to #3 and acted, and then when your turn came up again at #9 you could dealy until #13 and be back on track with the #1's (1 + 6 + 6 =13). Not sure why anyone would do this, but just trying to give further examples as to how the system works. [/QUOTE]
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Cyclical Initiative: AN Explanation
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