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General Tabletop Discussion
*TTRPGs General
Initiative: Evolutions in design
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<blockquote data-quote="Ketherian" data-source="post: 6255932" data-attributes="member: 19595"><p>Rather than describe it as camera angles, I see it as chaos. Knowing the order and style of attacks makes things seem rather orderly in what really should be something almost without order. I've never liked a fixed order in regards to initiative; preferring the possibility for the old veteran sometimes loose initiative and have the young hero.</p><p></p><p>Not sure if this is what you're going for, but here's how I handle it.</p><p></p><p>I run a HarnMaster III game. From the rules: </p><p>Initiative determines the order in which characters take turns in combat (characters with higher INI move sooner).</p><p></p><p>Initiative is a skill in HMIII; which means it can be improved over time.</p><p>I modified how it's used as follows:</p><p></p><ul> <li data-xf-list-type="ul"><br /> Roll 1d100 against your Initiative. Rank the result accordingly:<br /> CS - multiple of 5 below or equal to your skill (note that 05 is always a CS).<br /> MS - not a multiple of 5, but below or equal to your skill.<br /> MF - not a multiple of 5, but above your skill.<br /> CF - multiple of 5 above your skill (note that 95 and 00 are always a CF).</li> </ul> <ul> <li data-xf-list-type="ul">Compare results against your opponents and allies.</li> </ul><p> All CS go first, then all MS, then MF, then CF. If further sub-division is required, order within a ranking is based on the initiative skill value.</p><p></p><p>Harnmaster III also has the ability to counter-attack (that is, attack instead of dodge the coming attack). Risky, but it is something that can further add chaos to the combat.</p></blockquote><p></p>
[QUOTE="Ketherian, post: 6255932, member: 19595"] Rather than describe it as camera angles, I see it as chaos. Knowing the order and style of attacks makes things seem rather orderly in what really should be something almost without order. I've never liked a fixed order in regards to initiative; preferring the possibility for the old veteran sometimes loose initiative and have the young hero. Not sure if this is what you're going for, but here's how I handle it. I run a HarnMaster III game. From the rules: Initiative determines the order in which characters take turns in combat (characters with higher INI move sooner). Initiative is a skill in HMIII; which means it can be improved over time. I modified how it's used as follows: [LIST] Roll 1d100 against your Initiative. Rank the result accordingly: CS - multiple of 5 below or equal to your skill (note that 05 is always a CS). MS - not a multiple of 5, but below or equal to your skill. MF - not a multiple of 5, but above your skill. CF - multiple of 5 above your skill (note that 95 and 00 are always a CF).[/LIST] [LIST]Compare results against your opponents and allies.[/LIST] All CS go first, then all MS, then MF, then CF. If further sub-division is required, order within a ranking is based on the initiative skill value. Harnmaster III also has the ability to counter-attack (that is, attack instead of dodge the coming attack). Risky, but it is something that can further add chaos to the combat. [/QUOTE]
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