Quote:
Originally Posted by unipus
It's not my cup of tea because... the CUF roll isn't actually a choice. There's no downside so there's no reason you wouldn't roll it every single time.
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I see your point and I think in most cases you're right, but there may be instances where players want a chance to suss out enemy intentions before acting. For example, maybe the engagement starts at long range, and the PCs want to let the enemy get closer before engaging. Or the PCs are hoping to pull off a flanking move but they want to figure out where the enemy MGs are first.
Quote:
Originally Posted by unipus
My big question about the simplicity is what do you do when you have 5 PCs, and 5 NPCs, and their initiative is scattered all over the place?
Say: NPC 1, PC A, PC B, NPC 2, PC C, NPC 3, NPC 4, PC D, NPC 5, PC E
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In this case, only four of the five PCs, and four of the five NPCs would roll against each other. A v 1, C v 2, D v 4, and E v 5. Yeah, it would add a minute or two to the turn to make the opposing CUF rolls, but I think most players would find the slight delay worth it for the chance to act before an enemy NPC.
I had a hard time phrasing this in the OP, but to clarify (I hope), one would only roll v an adjacent enemy in the queue. So, in this case, D only rolls against 4, not 4 and 3. And, again, enemy NPCs can't initiate a roll against a PC ahead of them in the queue. It's a PC only perk.
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