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Old 08-10-2011, 10:09 AM
Adm.Lee Adm.Lee is offline
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Join Date: Sep 2008
Location: Columbus, OH
Posts: 1,253

I had forgotten/didn't realize that v2.2 had tweaked Initiative. I think it's the static nature of Initiative that rankles me most-- an Init 5 PC will always have the drop on all Init 4 NPCs. Maybe I play too many other games, but that rubs me wrong.

Repetitive actions are very useful, but when the high-initiative PCs are staging an ambush, mid- to lower-initiative NPCs not covering areas get hosed.

I agree the injury penalties are key. I remember using them in my later games of v.2, but I wonder how much the players played along?

I was thinking about 2 different things, one for each system.
1. For v1, I was thinking of giving each PC a set of 6 counters (I play wargames, I have lots of two-sided counters), one side labelled "hesitate" on one side, and "action" on the other. They could lay them or stack them on the table, and arrange them how they liked, as long as the proper number of hesitations were showing. Each action round, they move down the line, hesitating or acting as needed. If they got hit, or some other thig came along to change things, they could flip the necessary changes.

2. For v2, I clicked on the idea of the deck of playing cards, as in Savage Worlds. Deal each PC a hand of cards equal to their initiative. The GM gets a hand for each batch of NPCs (like, one hand for a leader, another hand for the followers). Then, go down through the cards in descending order (Aces high). If someone gets hit and has to take an initiative penalty, they give up their next 1 or 3 cards, and won't get so many next hand.
- This would scramble the order of actions all over the place, so it's not always the 6's going first. They'll get more actions (or, more decision points), but not always first.
- Repetitive actions (and other conditions) would still apply, that character would act as usual, discarding cards as they came up, unless they change action, of course.
- Jokers could be ignored. They could also be wild, allowing someone a lucky break, allowing them to interrupt someone else's action if they pleased. That might be too random?
- Tied cards (i.e. I have an 8, you have an 8) could be resolved in suit order, or Agility or weapon Bulk. Maybe the GM could waffle on that, as he desires.

This was one of those things that came to me in the middle of the night. Could be a good idea, could suck.
My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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