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Initiative and Timing
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<blockquote data-quote="Herremann the Wise" data-source="post: 5372106" data-attributes="member: 11300"><p>Just throwing an idea out there: tell me if it's no good.</p><p></p><p>Movement may be performed in two ways:</p><p>- On a character's turn in initiative</p><p>- In reaction to another combatant moving (with the reaction being triggered at the end of the other combatant's movement). This movement costs a move action which therefore may not be used for the rest of that round.</p><p></p><p>In your example above, both the force field and Qui-Gon have reactions that are triggered by Maul's movement. Whoever's initiative is better (Qui-Gon or the Force Field) gets to react before the other.</p><p></p><p>As such, battlefield movement becomes a lot more fluid, with combatant's positions being more true to "a reality" rather than the typically staggered nature of things. I made up a new initiative system and have adapted part of it (what's above) that would seem to help you out. In practice, what you might need to do to more easily keep track of things is hand everyone a movement card. If they move out of turn in reaction to other movement then they give up the card early otherwise it is given up on their turn (or perhaps even after it if they don't spend their movement on their turn).</p><p></p><p>You can then have feats or abilities that allow character's to react to other things aside from other combatant's movement (such as being attacked, or a disturbance in the force or whatever). I'm sure there will be a few corner-case issues but in theory, I think it might work nicely for you.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5372106, member: 11300"] Just throwing an idea out there: tell me if it's no good. Movement may be performed in two ways: - On a character's turn in initiative - In reaction to another combatant moving (with the reaction being triggered at the end of the other combatant's movement). This movement costs a move action which therefore may not be used for the rest of that round. In your example above, both the force field and Qui-Gon have reactions that are triggered by Maul's movement. Whoever's initiative is better (Qui-Gon or the Force Field) gets to react before the other. As such, battlefield movement becomes a lot more fluid, with combatant's positions being more true to "a reality" rather than the typically staggered nature of things. I made up a new initiative system and have adapted part of it (what's above) that would seem to help you out. In practice, what you might need to do to more easily keep track of things is hand everyone a movement card. If they move out of turn in reaction to other movement then they give up the card early otherwise it is given up on their turn (or perhaps even after it if they don't spend their movement on their turn). You can then have feats or abilities that allow character's to react to other things aside from other combatant's movement (such as being attacked, or a disturbance in the force or whatever). I'm sure there will be a few corner-case issues but in theory, I think it might work nicely for you. Best Regards Herremann the Wise [/QUOTE]
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