Shadai
First Post
I actually use the Star Wars: Edge of the Empire system for initiative.
For those of you unfamiliar with Fantasy Fights most excellent system for RP, they use "team" concept yet still retain individual slots.
Basically, roll initiative for every PC and group of baddies. The PC's call out their number and those become PC slots, the baddies roll NPC slots. Then arrange in obvious order. You'll get something that looks like this:
PC Slot
PC Slot
NPC Slot
PC Slot
NPC Slot
NPC Slot
PC Slot
Here's how it works. On a valid PC slot during a round, the players decide which PC gets to go at that point, with each player going once per round. Meaning, in our example order above, you have a Pally, a Wizard, a Rogue, and a spoony bard in a barfight with big baddy, minor baddy, and group of henchmen baddies. First up is a PC slot the rogue player rolled, but ops not to take it, instead letting spoony bard go (who rolled the last slot) because he maybe just might have hit on big baddy's wench. Spoony bard takes his turn to run away from Big Baddy, kicking off the fight. Pally who rolled the 3rd slot ops to go in the next slot because someone has to stand up for spoony bard and punches big baddy. Then as the DM, I decide that minor baddy, who is closer to spoony bard then big baddy decides to grapple spoony bard to give him the pummeling his so rightfully deserves. Next slot is a PC slot, so the rogue goes and tries to punch minor baddy, and quickly understands why he doesn't use non-finesse fists of fury. Now as DM I have two NPC slots, and Big Baddy and group of henchmen to go next so I get to decide who goes when. I elect for Big Baddy to ignore stupid pally and punch held spoony bard right in the stomach for great justice. Then I have henchmen jump wizard to stop him from maybe casting some sort of spell. Finally, the wizard gets the last slot and disengages from the mosh pit he suddenly found himself in. Then next round happens, where I use the same slots, but this time maybe the wizard decides he wants to go first, then the rogue.
Its actually really fun, and helps a lot with story.... I always hated it when we're having epic conversation and the barb is like "ENOUGH TALK" and charges in. Then I ask for initiative and he rolls.. a 1. So the guy who rp starts the fight gets to go... last. Seems like everyone else was ready for the fight but the guy who started it. This way I can inform the players that the Barb gets the first PC slot, whatever that happens to be so the rp moves smoothly into combat. The Players really dig it, because instead of them waiting an entire round to roll a dice and miss, they are more opt to stay there and be involved, because the action might dictate they need to go sooner than expected.
For those of you unfamiliar with Fantasy Fights most excellent system for RP, they use "team" concept yet still retain individual slots.
Basically, roll initiative for every PC and group of baddies. The PC's call out their number and those become PC slots, the baddies roll NPC slots. Then arrange in obvious order. You'll get something that looks like this:
PC Slot
PC Slot
NPC Slot
PC Slot
NPC Slot
NPC Slot
PC Slot
Here's how it works. On a valid PC slot during a round, the players decide which PC gets to go at that point, with each player going once per round. Meaning, in our example order above, you have a Pally, a Wizard, a Rogue, and a spoony bard in a barfight with big baddy, minor baddy, and group of henchmen baddies. First up is a PC slot the rogue player rolled, but ops not to take it, instead letting spoony bard go (who rolled the last slot) because he maybe just might have hit on big baddy's wench. Spoony bard takes his turn to run away from Big Baddy, kicking off the fight. Pally who rolled the 3rd slot ops to go in the next slot because someone has to stand up for spoony bard and punches big baddy. Then as the DM, I decide that minor baddy, who is closer to spoony bard then big baddy decides to grapple spoony bard to give him the pummeling his so rightfully deserves. Next slot is a PC slot, so the rogue goes and tries to punch minor baddy, and quickly understands why he doesn't use non-finesse fists of fury. Now as DM I have two NPC slots, and Big Baddy and group of henchmen to go next so I get to decide who goes when. I elect for Big Baddy to ignore stupid pally and punch held spoony bard right in the stomach for great justice. Then I have henchmen jump wizard to stop him from maybe casting some sort of spell. Finally, the wizard gets the last slot and disengages from the mosh pit he suddenly found himself in. Then next round happens, where I use the same slots, but this time maybe the wizard decides he wants to go first, then the rogue.
Its actually really fun, and helps a lot with story.... I always hated it when we're having epic conversation and the barb is like "ENOUGH TALK" and charges in. Then I ask for initiative and he rolls.. a 1. So the guy who rp starts the fight gets to go... last. Seems like everyone else was ready for the fight but the guy who started it. This way I can inform the players that the Barb gets the first PC slot, whatever that happens to be so the rp moves smoothly into combat. The Players really dig it, because instead of them waiting an entire round to roll a dice and miss, they are more opt to stay there and be involved, because the action might dictate they need to go sooner than expected.