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<blockquote data-quote="Mark Plemmons" data-source="post: 4849229" data-attributes="member: 1287"><p>Initiative doesn't work much differently than in D&D and most other games where you have a 10-count round. You just don't stop at 10. A sheet of scratch paper tends to work for our GMs, at most. Players should just be able to add in their heads, since they're only keeping track of one character - or on scratch paper if necessary.</p><p></p><p>Once two combatants come into melee with each other, they can attack. Whoever has the best reach attacks first, then the other person can attack on the next second. After your first attack, you add your weapon speed to bring back your weapon and strike again. </p><p></p><p>So if you attack on second 4, and your speed is 8, you attack again on 12.</p><p></p><p>Or you can stop your attack in mid-stream (say on second 8) and start something else.</p><p></p><p>The combat example makes even more sense if you read the rules first.</p></blockquote><p></p>
[QUOTE="Mark Plemmons, post: 4849229, member: 1287"] Initiative doesn't work much differently than in D&D and most other games where you have a 10-count round. You just don't stop at 10. A sheet of scratch paper tends to work for our GMs, at most. Players should just be able to add in their heads, since they're only keeping track of one character - or on scratch paper if necessary. Once two combatants come into melee with each other, they can attack. Whoever has the best reach attacks first, then the other person can attack on the next second. After your first attack, you add your weapon speed to bring back your weapon and strike again. So if you attack on second 4, and your speed is 8, you attack again on 12. Or you can stop your attack in mid-stream (say on second 8) and start something else. The combat example makes even more sense if you read the rules first. [/QUOTE]
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