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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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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 02-19-2022 at 07:54 PM. |
#2
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All of that is part of why I really don't give much of a damn about initiative, beyond what the narrative sets up. It starts to get very fiddly.
Initiative in the first turn matters very much. After that, it certainly matters, but not as much as the ongoing effects of suppression. If you're able to take out or suppress a few guys in the first and second turns then initiative becomes a very secondary concern after that. FWIW, other FL rulesets, such as Coriolis, do have an initiative system where you get bonuses for using smaller weapons, which makes a lot of sense. It's also not my favorite system but I'm not sure why they outright abandoned it here. |
#3
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I've been chewing on this and my inclination is to do away with the card system entirely and adapt the system from Five Parsecs From Home (which, admittedly, is one of my shiny new toys, and thus biases me more favorably toward it). Here's an untested alpha draft:
Each combat round has three initiative phases. In order, these are Quick, Enemy, and Slow. At the beginning of every combat round, each PC and allied NPC makes a Coolness Under Fire check (adding unit morale if within LOS or voice/radio contact of an ally). This check receives a -1 penalty if facing enemies who predominantly have CUF A and a +1 bonus if facing enemies who predominantly have CUF D. The Combat Awareness specialty's effect becomes a +1 bonus to initiative.
In each phase, characters may act in any order. - C.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#4
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If you meddle with initiative slot allocation, you will end up with (N)PCs occupying the same slot. How do you deal with that? Do they act at the same time or do they act in a separate order and if so, how is that determined?
I agree with the sentiment, that turn order after the first turn is largely unimportant. And if you want to make sure or more likely, you go before your enemy (especially in the first turn), then 4E gives you three options for that: Invest in Combat Awareness and draw two cards, invest in Recon to ambush your enemy or find someone who draws a lower card than you and switch turn order with them. I think that leaves a lot of choices for skill & competence as well as small unit tactics.
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Liber et infractus |
#5
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Perhaps for initiative, simply roll your CUF dice and act on the value. That way higher CUF can roll higher but doesn’t always guarantee going first.
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#6
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That's how I'd do it.
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#7
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Quote:
-
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#8
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Quote:
- C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#9
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Quote:
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#10
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Quote:
Quote:
- C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#11
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Quote:
I have some observations on initiative coming up soon, from my own play experience.
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"Beep me if the apocolypse comes" - Buffy Sommers |
#12
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I should note that in our last combat scene, two PCs were detached for sniping and recon. They subsequently separated from one another before combat began. The PCs have no radios and I ruled that the two who'd gone solo were effectively out of voice communication with one another. The difference between using only CUF for initiative and using CUF + Unit Morale was starkly illuminated.
As an additional benefit, this system still works in Forge/Foundry (my group's virtual tabletop of choice) with no software tweaks. No one has taken Combat Awareness, but the easiest way to integrate it with this system seems to be a flat +1 bonus to initiative checks, in keeping with the functionality of most other specialties. - C.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#13
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Initiative in 4E
Yes. Start High and count down was my thinking also
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