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No Initiative Order: How Do You Do It?
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<blockquote data-quote="SteveC" data-source="post: 9677203" data-attributes="member: 9053"><p>I honestly prefer not to manage a combat without some initiative order. I have found in a variety of systems that do this, that some players just don't get to do as much. That's been my experience with my own groups of friends, and at Con games.</p><p></p><p>I ran Daggerheart as written for a test session and this was one of the problems we had with it. Here's what I <em>intend </em>to do:</p><p></p><p>I give out an action token to each player. When they act, they spend the token. When everyone is spent, you grab back your token.</p><ul> <li data-xf-list-type="ul">If a character starts a combat, they get to go first.</li> <li data-xf-list-type="ul">When a player acts they can hand off their action to another character to act. In this case, they hand their token to that player.</li> <li data-xf-list-type="ul">If an player rolls an action with Hope, another player acts unless I seize the spotlight as the GM.</li> <li data-xf-list-type="ul">If the acting player rolls with Fear, I get to go next and activate my bad guy (typically by spending Fear). When I'm done, a player still with an action token acts.</li> <li data-xf-list-type="ul">If I want to, I can spend Fear to seize the spotlight and go next.</li> </ul><p>When everyone has spent their tokens, I do "cleanup" for things with durations, count down any clocks, and also do a narration. Players take their tokens back. If they handed the token to another player, they have to act in the next "round" (a term Daggerheart doesn't use but one that should be familiar to RPG players). You can only hand off your action every other "round."</p><p></p><p>Most of those rules are as Daggerheart uses them, this is just designed to keep everyone involved in the conflict.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9677203, member: 9053"] I honestly prefer not to manage a combat without some initiative order. I have found in a variety of systems that do this, that some players just don't get to do as much. That's been my experience with my own groups of friends, and at Con games. I ran Daggerheart as written for a test session and this was one of the problems we had with it. Here's what I [I]intend [/I]to do: I give out an action token to each player. When they act, they spend the token. When everyone is spent, you grab back your token. [LIST] [*]If a character starts a combat, they get to go first. [*]When a player acts they can hand off their action to another character to act. In this case, they hand their token to that player. [*]If an player rolls an action with Hope, another player acts unless I seize the spotlight as the GM. [*]If the acting player rolls with Fear, I get to go next and activate my bad guy (typically by spending Fear). When I'm done, a player still with an action token acts. [*]If I want to, I can spend Fear to seize the spotlight and go next. [/LIST] When everyone has spent their tokens, I do "cleanup" for things with durations, count down any clocks, and also do a narration. Players take their tokens back. If they handed the token to another player, they have to act in the next "round" (a term Daggerheart doesn't use but one that should be familiar to RPG players). You can only hand off your action every other "round." Most of those rules are as Daggerheart uses them, this is just designed to keep everyone involved in the conflict. [/QUOTE]
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