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Initiative in 4E
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<blockquote data-quote="The Little Raven" data-source="post: 3844297" data-attributes="member: 10095"><p>Well, the Exalted system uses dice pools of d10s for actions, so I'll explain a bit how the Initiative system in it works to see if it helps you adapt the idea for your game.</p><p></p><p>When combat begins, every character that is choosing to take part in it makes a Join Battle roll. The person with the highest number of successes goes first, and his first action is considered to be tick 0 (you also write down the number of success he received; this is called the reaction count). The rest of the people go on a tick equal to [reaction count - their successes], to a maximum tick of 6 (for the first action). If someone decides to join combat after it has begun, they declare that they are joining on whatever tick is the current one, then make their Join Battle roll, and determine how many ticks pass before they can act.</p><p></p><p><em>Example: Joe gets 5 successes, Sara gets 3 successes, Norm gets 0, and Don decides not to join combat right now. Joe goes first (reaction count is 5), and Sara goes on tick 2 (5 - 3), while Norm goes on tick 5. Joe goes. When Sara acts, Don decides to join the battle, and makes his Join Battle roll, scoring 1 success. So, he takes the reaction count (5) and subtracts his successes (1) to come up with the amount of ticks he has to wait to join (4). So, Don goes on tick 6 (2 being current tick, 4 being the ticks he has to wait).</em></p><p></p><p>Different attacks/weapons/actions are given different speeds. For example, a knife is a speed 4, while a great sword is speed 6. Movement is divide into normal movement and dash (which is basically just sprinting). Move has a speed of 0, and it allows you to move your [Dexterity score] in yards per tick (it's a reflexive action, so you are able to perform other actions while moving). Dash, on the other hand, is a speed 3 action that allows you to move [Dexterity + 6 - wound penalties - armor mobility penalties] yards per tick, showing that sprinting requires more time to recover from than just walking.</p><p></p><p>Hope that helps you out.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 3844297, member: 10095"] Well, the Exalted system uses dice pools of d10s for actions, so I'll explain a bit how the Initiative system in it works to see if it helps you adapt the idea for your game. When combat begins, every character that is choosing to take part in it makes a Join Battle roll. The person with the highest number of successes goes first, and his first action is considered to be tick 0 (you also write down the number of success he received; this is called the reaction count). The rest of the people go on a tick equal to [reaction count - their successes], to a maximum tick of 6 (for the first action). If someone decides to join combat after it has begun, they declare that they are joining on whatever tick is the current one, then make their Join Battle roll, and determine how many ticks pass before they can act. [i]Example: Joe gets 5 successes, Sara gets 3 successes, Norm gets 0, and Don decides not to join combat right now. Joe goes first (reaction count is 5), and Sara goes on tick 2 (5 - 3), while Norm goes on tick 5. Joe goes. When Sara acts, Don decides to join the battle, and makes his Join Battle roll, scoring 1 success. So, he takes the reaction count (5) and subtracts his successes (1) to come up with the amount of ticks he has to wait to join (4). So, Don goes on tick 6 (2 being current tick, 4 being the ticks he has to wait).[/i] Different attacks/weapons/actions are given different speeds. For example, a knife is a speed 4, while a great sword is speed 6. Movement is divide into normal movement and dash (which is basically just sprinting). Move has a speed of 0, and it allows you to move your [Dexterity score] in yards per tick (it's a reflexive action, so you are able to perform other actions while moving). Dash, on the other hand, is a speed 3 action that allows you to move [Dexterity + 6 - wound penalties - armor mobility penalties] yards per tick, showing that sprinting requires more time to recover from than just walking. Hope that helps you out. [/QUOTE]
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