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What systems are you playing these days?
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<blockquote data-quote="Wik" data-source="post: 4921666" data-attributes="member: 40177"><p>Savage Worlds = Awesome. "rolling" for initiative is also really fun, because you can make a player do it. I have two decks, and give them to two different players, so one is shuffling while the other deals... once a joker is drawn, the initiative tracking job flips to the other player. Helps keep things fast! furious! And fun! <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=";)" /></p><p></p><p>***</p><p></p><p>I like the Star Wars d6 method. Since characters can take multiple actions, it works like this: Everyone's first action goes off at the same time. Then everyone's second action. And then everyone's third action. And so on. If you need to figure out who shot first (henh henh), roll opposed agility checks.</p><p></p><p>So, Han and Luke are in a hallway fight with three stormtroopers. Two stormtroopers decide to fire twice, while the third will fire, run for cover behind a comm console, and then call for help. Han fires twice, and Luke will fire, run towards the troopers while drawing his lightsaber, and then cutting one to pieces with two attacks. </p><p></p><p>The combat order looks like this:</p><p></p><p>PASS ONE: (all the attacks happen simultaneously)</p><p>Storm Trooper #1 Fires</p><p>Storm Trooper #2 Fires</p><p>Storm Trooper #3 Fires</p><p>Han Fires</p><p>Luke Fires</p><p></p><p>PASS TWO:</p><p>Stormtrooper #1 Fires</p><p>Stormtrooper #2 Fires</p><p>Storm Trooper #3 runs for cover</p><p>Luke Runs towards troopers</p><p>Han Fires</p><p></p><p>PASS THREE:</p><p>Stormtrooper #3 calls for help</p><p>Luke Uses his lightsabre</p><p></p><p>PASS FOUR</p><p>Luke uses his lightsabre</p><p></p><p>Anyways. It's a fun system. But if you have multiple foes who each decide to do something different, it sort of falls apart. And action chains can get ridiculous, if players declare a string of actions and some event halfway through that chain of actions would change a PC's course of action (for example, Luke might want to keep moving forward instead of attacking the two troopers, so he can stop the third guy from calling for help).</p><p></p><p>But, overall, it's a neat system.</p><p></p><p>...man, I miss the d6 system.</p></blockquote><p></p>
[QUOTE="Wik, post: 4921666, member: 40177"] Savage Worlds = Awesome. "rolling" for initiative is also really fun, because you can make a player do it. I have two decks, and give them to two different players, so one is shuffling while the other deals... once a joker is drawn, the initiative tracking job flips to the other player. Helps keep things fast! furious! And fun! ;) *** I like the Star Wars d6 method. Since characters can take multiple actions, it works like this: Everyone's first action goes off at the same time. Then everyone's second action. And then everyone's third action. And so on. If you need to figure out who shot first (henh henh), roll opposed agility checks. So, Han and Luke are in a hallway fight with three stormtroopers. Two stormtroopers decide to fire twice, while the third will fire, run for cover behind a comm console, and then call for help. Han fires twice, and Luke will fire, run towards the troopers while drawing his lightsaber, and then cutting one to pieces with two attacks. The combat order looks like this: PASS ONE: (all the attacks happen simultaneously) Storm Trooper #1 Fires Storm Trooper #2 Fires Storm Trooper #3 Fires Han Fires Luke Fires PASS TWO: Stormtrooper #1 Fires Stormtrooper #2 Fires Storm Trooper #3 runs for cover Luke Runs towards troopers Han Fires PASS THREE: Stormtrooper #3 calls for help Luke Uses his lightsabre PASS FOUR Luke uses his lightsabre Anyways. It's a fun system. But if you have multiple foes who each decide to do something different, it sort of falls apart. And action chains can get ridiculous, if players declare a string of actions and some event halfway through that chain of actions would change a PC's course of action (for example, Luke might want to keep moving forward instead of attacking the two troopers, so he can stop the third guy from calling for help). But, overall, it's a neat system. ...man, I miss the d6 system. [/QUOTE]
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