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Community
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*Pathfinder & Starfinder
New initiative system
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<blockquote data-quote="RigaMortus2" data-source="post: 3289625" data-attributes="member: 11586"><p>I've been toying with the idea of a new initiative system. In actuality, it would probably end up reworking a large part of how combat works in and of itself. If you are familiar with the RPG Feng Shui, it's basically borrowing their init system and just modifying it slightly. I want to simulate a person who kind of goes "all out" and can do a string of continuous attacks or actions before the enemy gets to go, rather than the "stop and go" of traditional turn based combat (I go, you go, I go, you go, etc.) Here is how it works...</p><p></p><p>You have a base init score and roll a die (haven't decided which, let's go with a d10 for this demonstation) like normal to get your init. So lets's say we end up getting a total of 15 for init. The person with the highest init goes first as usual. Each action costs you 3 init, and you keep performing actions until you get down to 0 init. So in this example, the person that rolled a 15 would have about 5 actions (15/3 = 5) whether they are movement, a single attack (per action), casting a spell, or using a skill. He could chose to take 1 action at a time, and wait to see how everyone else reactions (so he takes 1 action and his init drops to 12) or he could do a sort of "combo" and do multiple actions until he hits init 0, then he gets to see how others react but he very well can't do anything about it until everyone else hits init 0 as well. Then init rolling happens again and we repeat. I am also thinking of allowing an active parry or dodge option that cost 1 init to perform, which basically will let you make an opposed roll when someone attacks you.</p><p></p><p>I am not necessarily thinking of applying this to D&D, but perhaps my own homebew setting/system. I just wanted to get thoughts on it. What is good about it, bad about it, any potential problems?</p><p></p><p>Thx!</p></blockquote><p></p>
[QUOTE="RigaMortus2, post: 3289625, member: 11586"] I've been toying with the idea of a new initiative system. In actuality, it would probably end up reworking a large part of how combat works in and of itself. If you are familiar with the RPG Feng Shui, it's basically borrowing their init system and just modifying it slightly. I want to simulate a person who kind of goes "all out" and can do a string of continuous attacks or actions before the enemy gets to go, rather than the "stop and go" of traditional turn based combat (I go, you go, I go, you go, etc.) Here is how it works... You have a base init score and roll a die (haven't decided which, let's go with a d10 for this demonstation) like normal to get your init. So lets's say we end up getting a total of 15 for init. The person with the highest init goes first as usual. Each action costs you 3 init, and you keep performing actions until you get down to 0 init. So in this example, the person that rolled a 15 would have about 5 actions (15/3 = 5) whether they are movement, a single attack (per action), casting a spell, or using a skill. He could chose to take 1 action at a time, and wait to see how everyone else reactions (so he takes 1 action and his init drops to 12) or he could do a sort of "combo" and do multiple actions until he hits init 0, then he gets to see how others react but he very well can't do anything about it until everyone else hits init 0 as well. Then init rolling happens again and we repeat. I am also thinking of allowing an active parry or dodge option that cost 1 init to perform, which basically will let you make an opposed roll when someone attacks you. I am not necessarily thinking of applying this to D&D, but perhaps my own homebew setting/system. I just wanted to get thoughts on it. What is good about it, bad about it, any potential problems? Thx! [/QUOTE]
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