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General Tabletop Discussion
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Initiative: Evolutions in design
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<blockquote data-quote="Vaslov" data-source="post: 6867192" data-attributes="member: 37953"><p>Another initiative system worth adding to the discussion is from Clockwork Dominion. I have never used this before myself so I likely will not get the details correct. There are free quick start rules if anyone wants to read up on it.</p><p></p><p>Each player is dealt 4 cards. They discard one and keep the other three. Each card has two numbers on it, one ranging between -5 and +5 and the other ranging 0 to 100. Looking at the first number, using the second number to break ties, players with the higher value go first, if they want. Or they can wait. </p><p></p><p>Once the acting character is identified they then declare their action. If the action does not impact another character the action happens and the card is turned over. Rinse and repeat. If the action does affects another character(s) then the play moves to what is called an exchange. Characters impacted by the exchange can then turn over their initiative cards to react. Reactions in the system can range from counter attacks to defensive moves. There are even options to interrupt the acting characters turn by turning over multiple initiative cards giving the interrupting character a full action before the acting characters turn. The gamemaster has a slightly different set of rules to help prevent overload on the number of cards they need to manage for npcs.</p><p></p><p>If anyone has experience actually using the system it would be great to hear what their thoughts on it are. I have some concerns about the complexity of the rules and game flow. That said, the idea will keep all players looking for "what can I do" at every moment and gets rid of some of the "it's not my turn" distractions that occur at gaming tables.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 6867192, member: 37953"] Another initiative system worth adding to the discussion is from Clockwork Dominion. I have never used this before myself so I likely will not get the details correct. There are free quick start rules if anyone wants to read up on it. Each player is dealt 4 cards. They discard one and keep the other three. Each card has two numbers on it, one ranging between -5 and +5 and the other ranging 0 to 100. Looking at the first number, using the second number to break ties, players with the higher value go first, if they want. Or they can wait. Once the acting character is identified they then declare their action. If the action does not impact another character the action happens and the card is turned over. Rinse and repeat. If the action does affects another character(s) then the play moves to what is called an exchange. Characters impacted by the exchange can then turn over their initiative cards to react. Reactions in the system can range from counter attacks to defensive moves. There are even options to interrupt the acting characters turn by turning over multiple initiative cards giving the interrupting character a full action before the acting characters turn. The gamemaster has a slightly different set of rules to help prevent overload on the number of cards they need to manage for npcs. If anyone has experience actually using the system it would be great to hear what their thoughts on it are. I have some concerns about the complexity of the rules and game flow. That said, the idea will keep all players looking for "what can I do" at every moment and gets rid of some of the "it's not my turn" distractions that occur at gaming tables. [/QUOTE]
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