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D20 Modern or Spycraft II?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2842986" data-attributes="member: 22882"><p>My point was a bit different.</p><p></p><p>I'm coming at this from a console RPG background, where there are (or used to be, anyway) two dominant systems for handling character actions in combat.</p><p></p><p>The first is turn-based, in which all combatants act once per round and their speed determines when they act within the round. Many turn-based console RPGs have a system similar to Spycraft's, where taking different actions changes your initiative, but at worst it means your character acts after an enemy rather than before.</p><p></p><p>The second is active-time (ATB), in which combatants act after a certain number of clockticks and their speed determines how often they act. Some of these (most prominently Final Fantasy X) also have a system similar to Spycraft's, but in this system, a change in speed can actually result in being double-turned by a quicker opponent, or in not double-turning a slower opponent.</p><p></p><p>The HERO system is the only tabletop RPG I know of that uses an ATB system. Being fond of ATB, I simply find ALL turn-based initiative systems very close to pointless. Spycraft fiddles with its initiative system far more than most, so it sticks in my craw more than most.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2842986, member: 22882"] My point was a bit different. I'm coming at this from a console RPG background, where there are (or used to be, anyway) two dominant systems for handling character actions in combat. The first is turn-based, in which all combatants act once per round and their speed determines when they act within the round. Many turn-based console RPGs have a system similar to Spycraft's, where taking different actions changes your initiative, but at worst it means your character acts after an enemy rather than before. The second is active-time (ATB), in which combatants act after a certain number of clockticks and their speed determines how often they act. Some of these (most prominently Final Fantasy X) also have a system similar to Spycraft's, but in this system, a change in speed can actually result in being double-turned by a quicker opponent, or in not double-turning a slower opponent. The HERO system is the only tabletop RPG I know of that uses an ATB system. Being fond of ATB, I simply find ALL turn-based initiative systems very close to pointless. Spycraft fiddles with its initiative system far more than most, so it sticks in my craw more than most. [/QUOTE]
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