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*Pathfinder & Starfinder
Reworking initiative (inspired by HoMM)
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<blockquote data-quote="Kahuna Burger" data-source="post: 3882057" data-attributes="member: 8439"><p>HoMM is Heroes of Might and Magic, to lay some groundwork for this post. It is a turn based fantasy video game which also uses turn based combat. It is the combat initiative that I find interesting and wonder if it could be adapted to an rpg....</p><p></p><p>As you play out a combat, at the bottom of the screen there is a bar showing who will be taking their turns first. At this start of combat, this seems to be somewhat randomized but with "faster" creatures going first. So in a combat between the Red and Blue armies, you would see little thumbnails lined up telling you what the combat order was going to be.</p><p></p><p><span style="color: Red">[Brb]</span> <span style="color: Blue">[Ftr]</span> <span style="color: Red">[Dru]</span> <span style="color: Blue">[Wiz] [Sor]</span> <span style="color: Red">[Rng]</span></p><p></p><p>Now the key difference between this and D&D initiative is that it doesn't just cycle around. Instead of everyone taking one turn a round, each combatant gets it's next turn in combat a number of initiative ticks after it's last one. This means that a faster creature can and probably will end up going twice before a very slow one.</p><p></p><p><span style="color: Red">[Brb]</span> <span style="color: Blue">[Ftr]</span> <span style="color: Red">[Dru]</span> <span style="color: Blue">[Wiz]</span> <span style="color: Red">[Brb]</span> <span style="color: blue">[Sor]</span> <span style="color: Blue">[Ftr]</span> <span style="color: Red">[Rng]</span></p><p></p><p>Additionally, spells or morale based effects can move your initiative order. So an initiative order that looks like this...</p><p></p><p><span style="color: Red">[Dru]</span> <span style="color: Blue">[Wiz]</span> <span style="color: Red">[Brb]</span> <span style="color: blue">[Sor]</span> <strong><span style="color: Blue">[Ftr]</span></strong> <span style="color: Red">[Rng]</span> <span style="color: Red">[Dru]</span> <span style="color: Red">[Brb]</span> <span style="color: Blue">[Wiz]</span> </p><p></p><p>...before the druid casts Slowing Muck on the fighter, might look like this afterwards :</p><p></p><p><span style="color: Red">[Dru]</span> <span style="color: Blue">[Wiz]</span> <span style="color: Red">[Brb]</span> <span style="color: blue">[Sor]</span> <span style="color: Red">[Rng]</span> <span style="color: Red">[Dru]</span> <strong><span style="color: Blue">[Ftr]</span></strong> <span style="color: Red">[Brb]</span> <span style="color: Blue">[Wiz]</span> </p><p></p><p>Giving the Ranger another chance to attack the fighter or move out of his way. If it comes up to the Barbarian's turn </p><p></p><p><strong><span style="color: Red">[Brb]</span></strong> <span style="color: blue">[Sor]</span> <span style="color: Red">[Rng]</span> <span style="color: Red">[Dru]</span> <span style="color: Blue">[Ftr]</span> <strong><span style="color: Red">[Brb]</span></strong> <span style="color: Blue">[Wiz]</span> <span style="color: Red">[Rng]</span> <span style="color: blue">[Sor]</span> <span style="color: Red">[Dru]</span> <span style="color: Blue">[Ftr]</span></p><p></p><p>and he gets a morale boost after completing his action, it moves his space in the line up a little.</p><p></p><p><span style="color: blue">[Sor]</span> <span style="color: Red">[Rng]</span> <span style="color: Red">[Dru]</span> <strong><span style="color: Red">[Brb]</span></strong> <span style="color: Blue">[Ftr]</span> <span style="color: Blue">[Wiz]</span> <span style="color: Red">[Rng]</span> <span style="color: blue">[Sor]</span> <span style="color: Red">[Dru]</span> <span style="color: Blue">[Ftr]</span></p><p></p><p>Now, in the video game, obviously the rules for doing this can be as complicated as they want because the computer is keeping track of it all. There can be a morale check before and after every character's turn and a randomized variable added to each initiative placement, and you won't have a DM or players clawing their eyes out from the tedium. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> What I've been considering is how to translate the basic idea to the tabletop. </p><p></p><p>What I basicly have so far is :</p><p></p><p>* Initiative counts up instead of down, and continues to increase rather than starting over.</p><p></p><p>* Lower initiative modifier is better as it causes your next turn to be sooner.</p><p></p><p>* When combat begins you add your initiative roll* to your initiative modifier and go when the DM gets to that count.</p><p></p><p>* After each turn you take, you add your initiative modifier to your current initiative score and go next when that count is reached.</p><p></p><p>* Spells or effects can add to or subtract from your current initiative score, but never bring it below the current initiative count.</p><p></p><p>(*not sure this should continue to be a d20 in this situation, as a very high roll could lead to someone with a good initiative modifier going 3 or more times before you do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> )</p><p></p><p>Things I'm not sure about - How do you actually count rounds for spells with round based durations? Counting it to the next time the caster goes could make a bad init a good thing, which seems a bit weird. Possibly a round is every X initiative 'ticks'? What should X be?</p><p></p><p>What should the modifying roll be? Should it be repeated every turn? </p><p></p><p>Should the morale part be included (possibly effecting repeated modifying rolls) or is that adding too much complication?</p><p></p><p>***</p><p></p><p>So, any thoughts, suggestions, concerns, pointers to another system that already does this?</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 3882057, member: 8439"] HoMM is Heroes of Might and Magic, to lay some groundwork for this post. It is a turn based fantasy video game which also uses turn based combat. It is the combat initiative that I find interesting and wonder if it could be adapted to an rpg.... As you play out a combat, at the bottom of the screen there is a bar showing who will be taking their turns first. At this start of combat, this seems to be somewhat randomized but with "faster" creatures going first. So in a combat between the Red and Blue armies, you would see little thumbnails lined up telling you what the combat order was going to be. [COLOR=Red][Brb][/COLOR] [COLOR=Blue][Ftr][/COLOR] [COLOR=Red][Dru][/COLOR] [COLOR=Blue][Wiz] [Sor][/COLOR] [COLOR=Red][Rng][/COLOR] Now the key difference between this and D&D initiative is that it doesn't just cycle around. Instead of everyone taking one turn a round, each combatant gets it's next turn in combat a number of initiative ticks after it's last one. This means that a faster creature can and probably will end up going twice before a very slow one. [COLOR=Red][Brb][/COLOR] [COLOR=Blue][Ftr][/COLOR] [COLOR=Red][Dru][/COLOR] [COLOR=Blue][Wiz][/color] [COLOR=Red][Brb][/COLOR] [color=blue][Sor][/COLOR] [COLOR=Blue][Ftr][/COLOR] [COLOR=Red][Rng][/COLOR] Additionally, spells or morale based effects can move your initiative order. So an initiative order that looks like this... [COLOR=Red][Dru][/COLOR] [COLOR=Blue][Wiz][/color] [COLOR=Red][Brb][/COLOR] [color=blue][Sor][/COLOR] [B][COLOR=Blue][Ftr][/COLOR][/B] [COLOR=Red][Rng][/COLOR] [COLOR=Red][Dru][/COLOR] [COLOR=Red][Brb][/COLOR] [COLOR=Blue][Wiz][/color] ...before the druid casts Slowing Muck on the fighter, might look like this afterwards : [COLOR=Red][Dru][/COLOR] [COLOR=Blue][Wiz][/color] [COLOR=Red][Brb][/COLOR] [color=blue][Sor][/COLOR] [COLOR=Red][Rng][/COLOR] [COLOR=Red][Dru][/COLOR] [B][COLOR=Blue][Ftr][/COLOR][/B] [COLOR=Red][Brb][/COLOR] [COLOR=Blue][Wiz][/color] Giving the Ranger another chance to attack the fighter or move out of his way. If it comes up to the Barbarian's turn [B][COLOR=Red][Brb][/COLOR][/B] [color=blue][Sor][/COLOR] [COLOR=Red][Rng][/COLOR] [COLOR=Red][Dru][/COLOR] [COLOR=Blue][Ftr][/COLOR] [B][COLOR=Red][Brb][/COLOR][/B] [COLOR=Blue][Wiz][/color] [COLOR=Red][Rng][/COLOR] [color=blue][Sor][/COLOR] [COLOR=Red][Dru][/COLOR] [COLOR=Blue][Ftr][/COLOR] and he gets a morale boost after completing his action, it moves his space in the line up a little. [color=blue][Sor][/COLOR] [COLOR=Red][Rng][/COLOR] [COLOR=Red][Dru][/COLOR] [B][COLOR=Red][Brb][/COLOR][/B] [COLOR=Blue][Ftr][/COLOR] [COLOR=Blue][Wiz][/color] [COLOR=Red][Rng][/COLOR] [color=blue][Sor][/COLOR] [COLOR=Red][Dru][/COLOR] [COLOR=Blue][Ftr][/COLOR] Now, in the video game, obviously the rules for doing this can be as complicated as they want because the computer is keeping track of it all. There can be a morale check before and after every character's turn and a randomized variable added to each initiative placement, and you won't have a DM or players clawing their eyes out from the tedium. ;) What I've been considering is how to translate the basic idea to the tabletop. What I basicly have so far is : * Initiative counts up instead of down, and continues to increase rather than starting over. * Lower initiative modifier is better as it causes your next turn to be sooner. * When combat begins you add your initiative roll* to your initiative modifier and go when the DM gets to that count. * After each turn you take, you add your initiative modifier to your current initiative score and go next when that count is reached. * Spells or effects can add to or subtract from your current initiative score, but never bring it below the current initiative count. (*not sure this should continue to be a d20 in this situation, as a very high roll could lead to someone with a good initiative modifier going 3 or more times before you do. :confused: ) Things I'm not sure about - How do you actually count rounds for spells with round based durations? Counting it to the next time the caster goes could make a bad init a good thing, which seems a bit weird. Possibly a round is every X initiative 'ticks'? What should X be? What should the modifying roll be? Should it be repeated every turn? Should the morale part be included (possibly effecting repeated modifying rolls) or is that adding too much complication? *** So, any thoughts, suggestions, concerns, pointers to another system that already does this? [/QUOTE]
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