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Old 08-10-2011, 02:14 AM
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kcdusk kcdusk is offline
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Join Date: Sep 2008
Posts: 376

"Initiative" is one of those polorising topics.

I think most people agree it needs to be quick, give some advantage to "battle tested" characters and be realistic, if possible.

We have to remember though that initiative isnt just "who can draw" first or fastest, western style. Its who "acts" first. Taking action under fire is as much "courage" as it is "fast twitch fibers". It can be compared to sportsman where they test well (benchpress, 40 yard dash, vertical leap) but simply dont "play the game very well".

I think initiative also represents "dumb luck" to some degree. Even the best operators get surprised or caught off guard from time to time. In my own system i tried to callibrate "initiative" so that a novice PC who rolled a "6" would win a "draw" verse a high level character who rolled a "1" on a D6 (effectively a 1/36 chance for the novice to win).

I like weapon choice to have an impact on characters. So i try to use weapon "bulk" in determining initiative (rifles at a disadvantage to pistals).

I like each combat round to be different, so i am OK with player die rolls to go towards who acts first in each combat round.

Coolness under fire and hesitation V1.0 style was a good idea, that doesnt work in practice.

I agree that injuries are under sold.

I think everyone has their own homebrew initiative to reflect how they view it. All you can do is take other peoples ideas into consideration when weighting your own system.
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