Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Initiative: Evolutions in design
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GMMichael" data-source="post: 6256670" data-attributes="member: 6685730"><p>The Modos RPG initiative system looks like this:</p><p></p><p>Characters roll d20 and add their favorite ability modifier. Physical ability could represent quickness, Mental ability could represent cunning, or Metaphysical ability could represent intuition. Highest initiative takes the first turn unless...</p><p></p><p>Surprised characters, if they're caught way off-guard, might have to watch the surprising characters take one action before turns begin.</p><p></p><p>Play proceeds by actions, and each character gets 3. Each action, initiated by the character whose turn it is, represents a moment in battle. Each character gets to act each moment, like in real life. The only character who is required to act in a moment is the character taking his turn. If even <em>he</em> does not want to act, he can forfeit his turn by choosing a defense action, and delaying the rest of his turn.</p><p></p><p>Laid out in a grid, with time proceeding downward, Modos RPG conflict looks like this:</p><p></p><p>[TABLE="class: grid, width: 500"] [TR] [TD]Turn[/TD] [TD]Action#[/TD] [TD]PC1[/TD] [TD]PC2[/TD] [TD]Ogre[/TD] [/TR] [TR] [TD]PC1[/TD] [TD]1[/TD] [TD]Move to defense[/TD] [TD]Ready sword[/TD] [TD]Pick up club[/TD] [/TR] [TR] [TD]PC1[/TD] [TD]2[/TD] [TD]Ready bow[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [/TR] [TR] [TD]PC1[/TD] [TD]3[/TD] [TD]Load bow[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [/TR] [TR] [TD]PC2[/TD] [TD]4[/TD] [TD]</p><p>[/TD] [TD]Attack ogre[/TD] [TD]Parry[/TD] [/TR] [TR] [TD]Ogre[/TD] [TD]5[/TD] [TD]</p><p>[/TD] [TD]Parry[/TD] [TD]Attack PC2[/TD] [/TR] [TR] [TD]</p><p>[/TD] [TD]Next round[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [/TR] [TR] [TD]PC1[/TD] [TD]1[/TD] [TD]Shoot ogre[/TD] [TD]Parry[/TD] [TD]Attack PC2[/TD] [/TR] [TR] [TD]PC1[/TD] [TD]2[/TD] [TD]Load bow[/TD] [TD]Parry[/TD] [TD]Attack PC2[/TD] [/TR] [TR] [TD]PC2[/TD] [TD]3[/TD] [TD]Attack Ogre[/TD] [TD]Attack Ogre[/TD] [TD]Run![/TD] [/TR] [/TABLE] In this system, choosing to do something besides parrying is risking getting hit. Also, you don't have to wait for your turn to take actions - all actions in a moment happen almost simultaneously. Notice that the first round has a sort of good guys-bad guys phase to it, while the second round is a bit more chaotic.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6256670, member: 6685730"] The Modos RPG initiative system looks like this: Characters roll d20 and add their favorite ability modifier. Physical ability could represent quickness, Mental ability could represent cunning, or Metaphysical ability could represent intuition. Highest initiative takes the first turn unless... Surprised characters, if they're caught way off-guard, might have to watch the surprising characters take one action before turns begin. Play proceeds by actions, and each character gets 3. Each action, initiated by the character whose turn it is, represents a moment in battle. Each character gets to act each moment, like in real life. The only character who is required to act in a moment is the character taking his turn. If even [I]he[/I] does not want to act, he can forfeit his turn by choosing a defense action, and delaying the rest of his turn. Laid out in a grid, with time proceeding downward, Modos RPG conflict looks like this: [TABLE="class: grid, width: 500"] [TR] [TD]Turn[/TD] [TD]Action#[/TD] [TD]PC1[/TD] [TD]PC2[/TD] [TD]Ogre[/TD] [/TR] [TR] [TD]PC1[/TD] [TD]1[/TD] [TD]Move to defense[/TD] [TD]Ready sword[/TD] [TD]Pick up club[/TD] [/TR] [TR] [TD]PC1[/TD] [TD]2[/TD] [TD]Ready bow[/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD]PC1[/TD] [TD]3[/TD] [TD]Load bow[/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD]PC2[/TD] [TD]4[/TD] [TD] [/TD] [TD]Attack ogre[/TD] [TD]Parry[/TD] [/TR] [TR] [TD]Ogre[/TD] [TD]5[/TD] [TD] [/TD] [TD]Parry[/TD] [TD]Attack PC2[/TD] [/TR] [TR] [TD] [/TD] [TD]Next round[/TD] [TD] [/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD]PC1[/TD] [TD]1[/TD] [TD]Shoot ogre[/TD] [TD]Parry[/TD] [TD]Attack PC2[/TD] [/TR] [TR] [TD]PC1[/TD] [TD]2[/TD] [TD]Load bow[/TD] [TD]Parry[/TD] [TD]Attack PC2[/TD] [/TR] [TR] [TD]PC2[/TD] [TD]3[/TD] [TD]Attack Ogre[/TD] [TD]Attack Ogre[/TD] [TD]Run![/TD] [/TR] [/TABLE] In this system, choosing to do something besides parrying is risking getting hit. Also, you don't have to wait for your turn to take actions - all actions in a moment happen almost simultaneously. Notice that the first round has a sort of good guys-bad guys phase to it, while the second round is a bit more chaotic. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Initiative: Evolutions in design
Top