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Whose Turn is it Anyway? Initiative in T2k
Thanks to Wayne for the suggestion of a post on tackling Initiative (and Panic) in Twilight: 2000.
Unlike most RPGs, Initiative in T2k is randomly generated, linked to the rules for panic/freezing and determines extra atatcks per round, all without being dependent on a character's reflexes (ie AGL / Agility score). So I ask, should this necessarily be the case? |
Check out Admiral Lee's thread "Thoughts on Initiative" for about half a dozen different initiative systems.
I have settled on a new system using 1-second "ACTIONS" or Action Points (in which we give out tokens to keep track of each 1-second action). Each AP represents 1 second of time AND 1 Step in the 6-Step Phase system used in the RAW game. To determine the number of ACTIONS (chips) you get in a turn, you roll 1D6 and add that to your Initiative Score. You then DIVIDE this total by 2 (rounding up). This gives a number of ACTIONS ranging from 1 to 6 with your turn starting on the Phase corresponding to your modified roll (the 1 to 6 score). I highly recommend you check out the thread. |
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Looks good will digest and have more of a think. Thanks! |
FWIW, at this month's convention game, I'm finally going to attempt the "popcorn & chips" method I sketched out in post #23 of that older thread.
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While not about Initiative rules as such, https://gnomestew.com/drawing-initia...5WwJBizQBBxyM0 this post seemed at least tangential to the discussion.
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That may have been a function of the players picking from my selection of pregens-- they drew a lot of 2- and 3-action PCs, only one 6-action guy. There were a lot of Veteran & Experienced bad guys, I should probably tone that down. - It could have been because I set up the opposition for 8 PCs, but I only had 5 players at the table. - It could also have been that the players didn't hold back on spending their actions quickly. One of the encounters was a hasty ambush, so shooting early & often should have been a good tactical choice! On the other hand, we made it through 2 or 3 30-second turns in two combat encounters, each of which took just a bit more than an hour to play out. That, of course, is one of the things I really wanted to have played out-- did I have enough material to fill up a four-hour time slot? |
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V1 rules, with some adjustments from v2 (wounds reduce actions)
When I ran "for real" on Wednesday, I had a full table of 8 players. All but one preferred the popcorn element, and all recognized that it was useful to making them think tactically, in terms of who could set up something for another. I (re)added the possibility of repetitive actions, allowing the higher-Coolness PCs to do the same thing (especially move) over and over. That had slipped out of my explanations during the playtest. |
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