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I'm going to run a 1e game
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<blockquote data-quote="SableWyvern" data-source="post: 4544600" data-attributes="member: 1008"><p>I've been thinking long and hard about initiative for the last week or so, and I think I've settled on something that is: 1. Fairly simple, and 2. Pretty close to the by the book system.</p><p></p><p>- Initative is rolled for the group. Low is good.</p><p>- Characters using ranged weapons adjust their initiative based on Dex.</p><p>- Spell casters use the higher of their rolled initiative or the spell's casting time.</p><p>- Each 10% of charge movement used gives a charge time of 1. Chargers use the higher of their rolled iniative or the charge time (only relevant if competing against spell users and ranged attacks)</p><p>- All actions are carried out in initiative order, lowest to highest, with the exception that:</p><p>. - Blows struck during charges use weapon length to determine attack order.</p><p></p><p>Breaking Ties</p><p>- Combatants making melee attacks use weapon speed.</p><p>- Casters use casting time.</p><p>- Item users use activation time.</p><p>- Chargers use charge time (when charging spell-casters or item users)</p><p>- Ranged weapon wielders beat spell-casters, chargers and non-instant item users, and lose to meleeists and instant item users.</p><p></p><p>Charging is a little bit complex, but it will generally only occur once a combat at most, so shouldn't prove a real issue. The rest seems pretty straightforward to me.</p><p></p><p></p><p><em>Optional BtB Complication For Melee</em>: When striking blows in a melee, combatants with three attacks routines go first, then those with two, then one and three together, then two, then three.</p><p></p><p>I'm iffy about that last part, simply because it gets complicated if you have someone with one routine attacking a spell caster while being attacked by someone with two routines. Given that monsters with multiple attacks pretty much exclusively have only a single routine, I don't think there's much of an issue just dumping the whole "staggered attack routine" thing.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 4544600, member: 1008"] I've been thinking long and hard about initiative for the last week or so, and I think I've settled on something that is: 1. Fairly simple, and 2. Pretty close to the by the book system. - Initative is rolled for the group. Low is good. - Characters using ranged weapons adjust their initiative based on Dex. - Spell casters use the higher of their rolled initiative or the spell's casting time. - Each 10% of charge movement used gives a charge time of 1. Chargers use the higher of their rolled iniative or the charge time (only relevant if competing against spell users and ranged attacks) - All actions are carried out in initiative order, lowest to highest, with the exception that: . - Blows struck during charges use weapon length to determine attack order. Breaking Ties - Combatants making melee attacks use weapon speed. - Casters use casting time. - Item users use activation time. - Chargers use charge time (when charging spell-casters or item users) - Ranged weapon wielders beat spell-casters, chargers and non-instant item users, and lose to meleeists and instant item users. Charging is a little bit complex, but it will generally only occur once a combat at most, so shouldn't prove a real issue. The rest seems pretty straightforward to me. [i]Optional BtB Complication For Melee[/i]: When striking blows in a melee, combatants with three attacks routines go first, then those with two, then one and three together, then two, then three. I'm iffy about that last part, simply because it gets complicated if you have someone with one routine attacking a spell caster while being attacked by someone with two routines. Given that monsters with multiple attacks pretty much exclusively have only a single routine, I don't think there's much of an issue just dumping the whole "staggered attack routine" thing. [/QUOTE]
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