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Initiative, Combat Stances, and Types of Actions!
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<blockquote data-quote="doctorbadwolf" data-source="post: 8025784" data-attributes="member: 6704184"><p>So, [USER=6776133]@Bawylie[/USER] reminded me of an idea I've been kicking around in my WIP game. IT's not a new idea, but it combines elements from several games. </p><p></p><p>What might it look like to have initiative modified by combat stance, and by the type of action you last took? </p><p>There are a few ideas here, not all of which need to be combined into one system. Any combination could be interesting. </p><p><strong><em><u>NOTE:</u></em></strong> in this system, you get one action, free movement like in 5e dnd, and 2 quick actions, per round. Quick actions can be used on turn or off, depending on what you're doing with them. You can also do incidental stuff without using an action, like opening doors and flipping switches or switching weapons.</p><p></p><ul> <li data-xf-list-type="ul">I don't like declaring actions at the top of the round, but if you cast a complex spell last turn, maybe that means you drop down the init in this round?</li> <li data-xf-list-type="ul">If you take an aggressive stance, you get an init boost, but either are losing out on a defense boost, or outright take a penalty?</li> <li data-xf-list-type="ul">If you take a defensive stance, you get to do something at the top of the round, but take your full turn at the end of the round? Or maybe get an extra quick action or something?</li> <li data-xf-list-type="ul">Maybe a stance where you get no bonuses except that you can insert yourself into the init order at the end of another creature's turn?</li> <li data-xf-list-type="ul">A protective stance would help you "tank" by imposing penalty to enemy action, but go toward the end like defensive stance?</li> <li data-xf-list-type="ul">Perhaps certain combat skills give a bonus or penalty to initiative if they are what you have ready to fight with?</li> </ul><p></p><p>I think maybe you wouldn't roll initiative in this system, and instead it would be determined by your stance, and simply "PCs go first in their group" and let the PCs choose who goes first between PCs in a group? </p><p></p><p>ALternatively, who goes first in each group could be the result of a group check? Something like The One Ring's readiness rolls at the start of encounters? This would also be how you try to ambush or surprise an enemy, which could sometimes be accomplished simply by badly out-rolling them. "You draw unexpectedly as you realise that it's time to fight, and get the jump on the enemy." or even (counter-intuitively but very realistically) you outdraw the enemy bc you see one of them make a move for a weapon, and your reflexes are honed to respond to that without a thought. Basically, when initiative is called for, you can roll for tactical analysis, getting into an advantageous position, intimidating the enemy, hiding from sight to sneak and flank, or just outdrawing them and getting the jump on them. Number of successes on both sides is tallied, and used to determine init order. </p><p></p><p></p><p>Thoughts? Clarifying questions? Ideas on trying some of this out in 5e dnd?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8025784, member: 6704184"] So, [USER=6776133]@Bawylie[/USER] reminded me of an idea I've been kicking around in my WIP game. IT's not a new idea, but it combines elements from several games. What might it look like to have initiative modified by combat stance, and by the type of action you last took? There are a few ideas here, not all of which need to be combined into one system. Any combination could be interesting. [B][I][U]NOTE:[/U][/I][/B] in this system, you get one action, free movement like in 5e dnd, and 2 quick actions, per round. Quick actions can be used on turn or off, depending on what you're doing with them. You can also do incidental stuff without using an action, like opening doors and flipping switches or switching weapons. [LIST] [*]I don't like declaring actions at the top of the round, but if you cast a complex spell last turn, maybe that means you drop down the init in this round? [*]If you take an aggressive stance, you get an init boost, but either are losing out on a defense boost, or outright take a penalty? [*]If you take a defensive stance, you get to do something at the top of the round, but take your full turn at the end of the round? Or maybe get an extra quick action or something? [*]Maybe a stance where you get no bonuses except that you can insert yourself into the init order at the end of another creature's turn? [*]A protective stance would help you "tank" by imposing penalty to enemy action, but go toward the end like defensive stance? [*]Perhaps certain combat skills give a bonus or penalty to initiative if they are what you have ready to fight with? [/LIST] I think maybe you wouldn't roll initiative in this system, and instead it would be determined by your stance, and simply "PCs go first in their group" and let the PCs choose who goes first between PCs in a group? ALternatively, who goes first in each group could be the result of a group check? Something like The One Ring's readiness rolls at the start of encounters? This would also be how you try to ambush or surprise an enemy, which could sometimes be accomplished simply by badly out-rolling them. "You draw unexpectedly as you realise that it's time to fight, and get the jump on the enemy." or even (counter-intuitively but very realistically) you outdraw the enemy bc you see one of them make a move for a weapon, and your reflexes are honed to respond to that without a thought. Basically, when initiative is called for, you can roll for tactical analysis, getting into an advantageous position, intimidating the enemy, hiding from sight to sneak and flank, or just outdrawing them and getting the jump on them. Number of successes on both sides is tallied, and used to determine init order. Thoughts? Clarifying questions? Ideas on trying some of this out in 5e dnd? [/QUOTE]
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