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General Tabletop Discussion
*Pathfinder & Starfinder
House Rule: Battle Queue instead of rounds
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<blockquote data-quote="dvvega" data-source="post: 2990951" data-attributes="member: 524"><p>This system is very similar to one printed in a splatbook for Rolemaster. It was also adapted for Rifts by myself since I disliked the standard Rifts combat.</p><p></p><p>You've got the nuts and bolts of it all ... however what was also used in the original version is an initiative roll that represented the character's ability to react to an encounter set up.</p><p></p><p>So you would start at a randomly generated intiative (adjusted by BAB etc as you've stated) then from then on your actions dictated the next time you could act. </p><p></p><p>One thing we did add, however, was that multiple attacking characters were limited to the number of times they could act (to keep the balance for number of attacks). This was because there was a certain wizard player who was very analytical and worked out what was needed to get the lowest initiative starting point and then would unload more spells than an expert warrior could unload attacks. It was completely out of whack.</p><p></p><p>What this change meant was that really fast warriors would have their actions over by about mid-round but would have decimated most of their opponents before they got to act.</p><p></p><p>Delaying simply pushed your initiative a certain number of "ticks" down the line and all your actions were re-calculated from that new "tick".</p><p></p><p>As for attacks of opporuntity - there was a reaction system in the Rifts system we were using - what a reaction did was to add a number of "ticks" onto your next action (usually half of what the action you used normally would add). This did slow you down but didn't completely lock someone into a "blocking" loop. Otherwise the enemy would start attacking the most powerful character to "lock" them so they couldn't attack.</p><p></p><p>Of course one "out" was to ignore the attack, take the damamge, then unload your normal attacks back and perhaps "lock" them.</p><p></p><p>All of that said, we put a limit of 100 "ticks" onto the round. We worked out not many people would generate more than 100 "ticks" and if they did so, they were way too slow. However that was from a system that requried initiative every round. In the d20 case, you would have no limit and just go with it.</p><p></p><p>I think refocusing would be an issue.</p></blockquote><p></p>
[QUOTE="dvvega, post: 2990951, member: 524"] This system is very similar to one printed in a splatbook for Rolemaster. It was also adapted for Rifts by myself since I disliked the standard Rifts combat. You've got the nuts and bolts of it all ... however what was also used in the original version is an initiative roll that represented the character's ability to react to an encounter set up. So you would start at a randomly generated intiative (adjusted by BAB etc as you've stated) then from then on your actions dictated the next time you could act. One thing we did add, however, was that multiple attacking characters were limited to the number of times they could act (to keep the balance for number of attacks). This was because there was a certain wizard player who was very analytical and worked out what was needed to get the lowest initiative starting point and then would unload more spells than an expert warrior could unload attacks. It was completely out of whack. What this change meant was that really fast warriors would have their actions over by about mid-round but would have decimated most of their opponents before they got to act. Delaying simply pushed your initiative a certain number of "ticks" down the line and all your actions were re-calculated from that new "tick". As for attacks of opporuntity - there was a reaction system in the Rifts system we were using - what a reaction did was to add a number of "ticks" onto your next action (usually half of what the action you used normally would add). This did slow you down but didn't completely lock someone into a "blocking" loop. Otherwise the enemy would start attacking the most powerful character to "lock" them so they couldn't attack. Of course one "out" was to ignore the attack, take the damamge, then unload your normal attacks back and perhaps "lock" them. All of that said, we put a limit of 100 "ticks" onto the round. We worked out not many people would generate more than 100 "ticks" and if they did so, they were way too slow. However that was from a system that requried initiative every round. In the d20 case, you would have no limit and just go with it. I think refocusing would be an issue. [/QUOTE]
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House Rule: Battle Queue instead of rounds
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