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Thinking about Intiative
So, last night I was thinking about initiative in both v1 and v2.0. I can't recall either ever causing major problems in play, but I have found reasons to dislike each. Have any of you dropped them for something else?
- I have vague memories of referee me having to track everyone's hesitations for them in v1. I could be wrong on that. - I have stronger memories of v2 groups using the initiative XP system to jack up their scores, so that they could wipe out platoons without a scratch on themselves. That, of course, won't be an issue in a con game, but any PCs with really high initiatives could become combat monsters that will overshadow the others at the table. I'm planning a convention game someday, and fearing that players might get stuck on these more-complex-than-usual systems. - At the last few convention games I've played at, the ref has simply ignored the RAW initiative rules and gone around the table. It worked, but it seemed too simplistic to my internal rules-lawyer. Just reverting to Agility order, or rolling for it seems easy. I also like the Savage Worlds rule of dealing from a deck of cards, high cards go first. Opinions, thoughts, concerns?
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
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