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General Tabletop Discussion
*Pathfinder & Starfinder
Reworking initiative (inspired by HoMM)
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<blockquote data-quote="Nifft" data-source="post: 3882125" data-attributes="member: 6562"><p>IMHO there's one terrible flaw: people don't count good. Computers are great at arithmetic, but where they really blow us out of the water is in counting. Modulo math is NOT something you should introduce to the gaming table -- though it's a fine tool for balancing stuff, it's not something you want to require every player to use every turn. :\</p><p></p><p>So the question becomes how to emulate that modulo math effect while keeping numbers small.</p><p></p><p>The other thing is randomness. D&D has a randomized initial initiative, but from that point on it's cyclical (excepting voluntary delays). For a system where people can go more than once per turn, IMHO it's better to add randomness every turn, so people can't <u>count</u> on going more than once in any <u>particular</u> turn.</p><p></p><p>There are two more things to consider: Immediate actions, and turn-based durations (which you note). So an objective "turn" metric would be nice.</p><p></p><p>- - -</p><p></p><p>Okay, here's my thoughts: Continue to count down. Actions cost "initiative points" -- and a bunch of them, like 10 for a Move action, 20 for a Standard action, and 25 or 30 for a Full-Round action, with the extra stipulation that it must be your <u>first</u> action in a round.</p><p></p><p>Start of combat: everyone rolls their own d20 and adds their initiative modifiers.</p><p></p><p>Track negatives. The turn is over when everyone is at or below zero.</p><p></p><p>New turn: DM rolls a d20. Everyone gains that many ticks, plus initiative modifiers. Everyone above zero can act until they are all at or below zero.</p><p></p><p>- - -</p><p></p><p>IMHO it's better to use a SW Saga system where you only expect to get a single attack each round. Thus, add 1/2 level to damage, and all that stuff.</p><p></p><p>Clearly, some things must be changed: initiative modifiers for one thing. Improved Initiative should give a +1 instead of a +4, since it's going to have a cumulative effect. Dexterity shouldn't modify initiative, but should instead reduce the cost of certain actions. For example, there could be a Rapid Strike feat which reduces the cost of attacks with Finessable weapons by 4 (or your Dexterity modifier, whichever is lower). Same with Rapid Shot.</p><p></p><p>Very few things should modify the cost of spellcasting.</p><p></p><p>Haste could add another +1 or +2 to your count every turn.</p><p></p><p>Being Slowed could subtract -2, or just increase the cost of all actions across the board.</p><p></p><p>- - -</p><p></p><p>What do you think?</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3882125, member: 6562"] IMHO there's one terrible flaw: people don't count good. Computers are great at arithmetic, but where they really blow us out of the water is in counting. Modulo math is NOT something you should introduce to the gaming table -- though it's a fine tool for balancing stuff, it's not something you want to require every player to use every turn. :\ So the question becomes how to emulate that modulo math effect while keeping numbers small. The other thing is randomness. D&D has a randomized initial initiative, but from that point on it's cyclical (excepting voluntary delays). For a system where people can go more than once per turn, IMHO it's better to add randomness every turn, so people can't [u]count[/u] on going more than once in any [u]particular[/u] turn. There are two more things to consider: Immediate actions, and turn-based durations (which you note). So an objective "turn" metric would be nice. - - - Okay, here's my thoughts: Continue to count down. Actions cost "initiative points" -- and a bunch of them, like 10 for a Move action, 20 for a Standard action, and 25 or 30 for a Full-Round action, with the extra stipulation that it must be your [u]first[/u] action in a round. Start of combat: everyone rolls their own d20 and adds their initiative modifiers. Track negatives. The turn is over when everyone is at or below zero. New turn: DM rolls a d20. Everyone gains that many ticks, plus initiative modifiers. Everyone above zero can act until they are all at or below zero. - - - IMHO it's better to use a SW Saga system where you only expect to get a single attack each round. Thus, add 1/2 level to damage, and all that stuff. Clearly, some things must be changed: initiative modifiers for one thing. Improved Initiative should give a +1 instead of a +4, since it's going to have a cumulative effect. Dexterity shouldn't modify initiative, but should instead reduce the cost of certain actions. For example, there could be a Rapid Strike feat which reduces the cost of attacks with Finessable weapons by 4 (or your Dexterity modifier, whichever is lower). Same with Rapid Shot. Very few things should modify the cost of spellcasting. Haste could add another +1 or +2 to your count every turn. Being Slowed could subtract -2, or just increase the cost of all actions across the board. - - - What do you think? Cheers, -- N [/QUOTE]
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Reworking initiative (inspired by HoMM)
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