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Faster-Paced Initiative
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<blockquote data-quote="ValhallaGH" data-source="post: 3566241" data-attributes="member: 41187"><p>I'm a fan of the original Deadlands style myself. </p><p>To translate it into d20:</p><p>1) have everyone roll initiative at the beginning of each round.</p><p>2) each player draws cards from a 52 card deck, (Initiative roll / 5) +1 cards.</p><p>3) DM draws cards for the badguys from his own deck. Either roll like the PCs do or just give one or two cards for each group of mooks / each named NPC.</p><p>4) count down through the deck, Ace, King, Queen, etc, until all cards have been played. Sort ties by suit (Spade, Heart, Diamond, Club). DM and PC ties are simultaneous.</p><p>5) once all cards have been used, go back to step 1.</p><p></p><p>Anyone that wants to Delay or Ready can hold their card until they choose to use it. They can make an opposed Dex check to interrupt another character's actions, if that's when they want to go.</p><p></p><p>The interesting thing about this system is that it allows for a great deal of variance in action order, planning and so fourth. Also, it allows you to (fairly) remove iterative attacks. Just assign a speed rating (i.e. Number of cards) to all actions and you're ready to go.</p><p>One other effect is that you no longer have to track initiative numbers. Just call out action cards, no remembering or skipping (due to AoO or Ready) to worry about.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3566241, member: 41187"] I'm a fan of the original Deadlands style myself. To translate it into d20: 1) have everyone roll initiative at the beginning of each round. 2) each player draws cards from a 52 card deck, (Initiative roll / 5) +1 cards. 3) DM draws cards for the badguys from his own deck. Either roll like the PCs do or just give one or two cards for each group of mooks / each named NPC. 4) count down through the deck, Ace, King, Queen, etc, until all cards have been played. Sort ties by suit (Spade, Heart, Diamond, Club). DM and PC ties are simultaneous. 5) once all cards have been used, go back to step 1. Anyone that wants to Delay or Ready can hold their card until they choose to use it. They can make an opposed Dex check to interrupt another character's actions, if that's when they want to go. The interesting thing about this system is that it allows for a great deal of variance in action order, planning and so fourth. Also, it allows you to (fairly) remove iterative attacks. Just assign a speed rating (i.e. Number of cards) to all actions and you're ready to go. One other effect is that you no longer have to track initiative numbers. Just call out action cards, no remembering or skipping (due to AoO or Ready) to worry about. [/QUOTE]
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