Initiative in 4E
Been thinking a bit about Initiative. Automatically giving the PCs higher initiative than the OPFOR kind of stacks the deck in favor of the good guys. Ref'ing 2.2, I was always a little loosey-goosey with the initiative order, almost always allowing the PCs to act first every round. With 4e's suppression rules, I think that might be game-breaking.
I agree with many of you that an initiative system should take into consideration characters' (both PCs and NPCs) competence, experience, tactical understanding, etc. Some people are just more decisive and quicker thinking than others, especially under pressure.
I don't have a lot of experience with other systems, but I'm familiar with how D&D 5e handles initiative, and I think something similar could work for 4e T2k. Please note, I have not field tested this system yet.
CUF scores are assigned a modifier which can be applied when drawing initiative (players have the option of not applying the modifier). PCs and NPCs draw initiative cards, as per the the rules, but PCs modify their roles up or down based on their respective CUF scores, as follows:
A = -2
B = -1
C = 0
D = +1
So, for example, Zeke, with CUF score B, draws the #5 initiative card. His initiative is now 4, if he so chooses. Rawlins, with a CUF score of A, draws an 8. His initiative is 6.
IIRC, most combat builds (among the archetypes, at least), start the game with CUF C. Most non-elite enemy NPCs also have CUF C. What I think this means is, early in the campaign, the odds re initiative will probably be close to even in most combat encounters. But if the PCs play smart and survive their first few firefights, they'll start to gain an edge.
Thoughts?
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Last edited by Raellus; 02-19-2022 at 06:54 PM.
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