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Peregrine's Nest: Who Goes First?
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<blockquote data-quote="innerdude" data-source="post: 9456414" data-attributes="member: 85870"><p>My two favorite initiative systems, both already mentioned:</p><p></p><p><strong>Savage Worlds: </strong>Using a standard 52-card deck + Jokers, deal a card to each player + NPC or NPC group. Highest card goes first. Discard all cards at the end of the round and continue dealing from top of the deck.</p><p>Special: Jokers are wild, can act first or any other time in turn as player chooses, and gets automatic +2 to all actions taken on a turn when dealt a joker. Gather all active and previously discarded cards at the end of a round where a Joker is dealt, and reshuffle the deck.</p><p></p><p>Honestly, barring any other considerations, this is my default initiative for EVERYTHING. I'll swap D&D initiative for this every time. It's easier than rolling dice each round, the drama of dealing the cards and anticipation of getting a Joker is awesome.</p><p></p><p>However, I've found that I like my next one as a close second:</p><p></p><p><strong>Star Wars Edge of the Empire / Age of Rebellion / Force and Destiny</strong>: Roll an appropriate attribute check (Vigilance or Cool) using rules as outlined. After determining overall Success + Advantage for each roll (PC + NPC), slot each "side" of the encounter. From that time forward, each side's "slots" can be consumed by ANY character on that side, <em>even if they weren't the character that rolled for that slot</em>.</p><p></p><p>This allows for very fun tactics/strategy round to round for the players. If there's any drawback, it's that such an approach favors the players --- they nearly always have more overall slots, and their slot positions are usually higher. But that's not necessarily a bad thing. It allows for dynamic initiative per side without re-rolling every round.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9456414, member: 85870"] My two favorite initiative systems, both already mentioned: [B]Savage Worlds: [/B]Using a standard 52-card deck + Jokers, deal a card to each player + NPC or NPC group. Highest card goes first. Discard all cards at the end of the round and continue dealing from top of the deck. Special: Jokers are wild, can act first or any other time in turn as player chooses, and gets automatic +2 to all actions taken on a turn when dealt a joker. Gather all active and previously discarded cards at the end of a round where a Joker is dealt, and reshuffle the deck. Honestly, barring any other considerations, this is my default initiative for EVERYTHING. I'll swap D&D initiative for this every time. It's easier than rolling dice each round, the drama of dealing the cards and anticipation of getting a Joker is awesome. However, I've found that I like my next one as a close second: [B]Star Wars Edge of the Empire / Age of Rebellion / Force and Destiny[/B]: Roll an appropriate attribute check (Vigilance or Cool) using rules as outlined. After determining overall Success + Advantage for each roll (PC + NPC), slot each "side" of the encounter. From that time forward, each side's "slots" can be consumed by ANY character on that side, [I]even if they weren't the character that rolled for that slot[/I]. This allows for very fun tactics/strategy round to round for the players. If there's any drawback, it's that such an approach favors the players --- they nearly always have more overall slots, and their slot positions are usually higher. But that's not necessarily a bad thing. It allows for dynamic initiative per side without re-rolling every round. [/QUOTE]
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