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  #1  
Old 05-02-2017, 09:25 PM
swaghauler swaghauler is offline
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Location: PA
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Default Quick Initiative Roll

As I continue to "refine" my Initiative system during play, I am trying newer methods of counting out a (now standard for me) 6-second combat round.

The latest version is a highly simplified roll. I roll 1d6, add the character's Initiative Score to it, and divide by 2 (rounding up). This generates the number of "Actions" (or Action Points) a character gets per round. This gives just enough "variation" in Initiative to make slower characters viable while allowing faster characters to still stand out.

I'm still counting each Action as 1 second's worth of time (just like in my posts above). All that has changed is the way I get to the character's starting Initiative Step.

Complex/Repetative Actions:

If a character is doing a Complex Action (like sighting a Tank Gun) or a Complex Repetitive Action like driving a vehicle, I allow a number of Skill Checks OR Control Checks EQUAL TO the character's rolled Initiative Score per Round.

-The Driver can make a CONTROL ROLL (in essence, a "reaction" to something) during ANY Initiative Step because it is considered "part" of the Complex Action.
-The Driver can perform a number of Special Maneuvers equal to his Initiative Score during the Complex Action (because they are considered part of the action) BUT cannot perform that Maneuver BEFORE he could perform a regular action (even though the Complex Action actually starts on the first Step).
-The Driver cannot make more Control Rolls AND Maneuvers (combined) in a round than his rolled Initiative Score.

For example: If Joe is driving a Hummer and his Initiative Score roll equals 3, he may make three skill checks or control rolls for that combat round. If he runs out of control rolls BUT is mandated to make another one, the vehicle will be considered "uncontrolled" at this point.

I am still using chips to help keep track of scores. I give the players a number of chips equal to their rolled score and they give those chips back to me when they declare their actions. One Chip equals 1 second of time. For example: If a player declares a snap shot at a Long Range target (3 seconds/initiative steps worth of Action in my game), he must surrender 3 chips to do it.

This system has worked well and I'm happy with how fast it is to use.
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  #2  
Old 06-29-2020, 03:03 PM
Adm.Lee Adm.Lee is offline
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Default Initiative, the subject I just won't shut up about!

I've been a player in a v2.2 game online this last month, and we got deep into our first firefight last night (We've been very cautious!). The 2.2 init rule was a bit unpopular. The group has myself, 3 v1 players who hadn't played since Back in The Day, and the GM very new to the game. House rule suggestions were called for.

Already a house rule is that the 2nd action for Initiatives 6-7 do not let you move twice in a round. You're fast, but not that fast!

I'm a fan of many aspects of the v2/2.2 system (wounds, repetition & direction, autofire), but the rigidity of it has always bothered me.

My thoughts since last night would be to retain the Initiative as rolled at chargen, but use that as a drm. I'd like it to be a d6 (d8?), so the modifier is still potentially more important than the die roll. If the roll were a d20, then the swing of the die is potentially much more important than the speed of action inherent in the character. Someone with a +6 is still really good in combat, but not the super-human that he is in the RAW. So, the range of actions would be 1-13, someone with an average +3 would have a range of 4-9.

Addition 1: the die is still rolled only at the start of combat.
2. Wounds still reduce the modifier, -1 for Slight, -3 for Serious.
2a. If the modifier goes to 0, you're out for the day?
3. Scratch wounds (first wound of the combat) still cause you to lose your next action.
3a. Scratch wounds also cause a re-roll of the initiative die?
4. If you max out the die roll, roll again for a 2nd action (no modifier this time). Only one bonus roll, you don't get to add more if you keep rolling 6s.
4a. Wounds take this 2nd action out entirely???

This keeps the Wound effects, the possibility of multiple actions (open to everyone, but still very rare).
I may retain Repetition and Commands as RAW.

Thoughts?
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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  #3  
Old 06-29-2020, 08:30 PM
swaghauler swaghauler is offline
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Default

Quote:
Originally Posted by Adm.Lee View Post
I've been a player in a v2.2 game online this last month, and we got deep into our first firefight last night (We've been very cautious!). The 2.2 init rule was a bit unpopular. The group has myself, 3 v1 players who hadn't played since Back in The Day, and the GM very new to the game. House rule suggestions were called for.

Already a house rule is that the 2nd action for Initiatives 6-7 do not let you move twice in a round. You're fast, but not that fast!

I'm a fan of many aspects of the v2/2.2 system (wounds, repetition & direction, autofire), but the rigidity of it has always bothered me.

My thoughts since last night would be to retain the Initiative as rolled at chargen, but use that as a drm. I'd like it to be a d6 (d8?), so the modifier is still potentially more important than the die roll. If the roll were a d20, then the swing of the die is potentially much more important than the speed of action inherent in the character. Someone with a +6 is still really good in combat, but not the super-human that he is in the RAW. So, the range of actions would be 1-13, someone with an average +3 would have a range of 4-9.

Addition 1: the die is still rolled only at the start of combat.
2. Wounds still reduce the modifier, -1 for Slight, -3 for Serious.
2a. If the modifier goes to 0, you're out for the day?
3. Scratch wounds (first wound of the combat) still cause you to lose your next action.
3a. Scratch wounds also cause a re-roll of the initiative die?
4. If you max out the die roll, roll again for a 2nd action (no modifier this time). Only one bonus roll, you don't get to add more if you keep rolling 6s.
4a. Wounds take this 2nd action out entirely???

This keeps the Wound effects, the possibility of multiple actions (open to everyone, but still very rare).
I may retain Repetition and Commands as RAW.

Thoughts?
I'd roll a 1D6 and add it to the Base Initiative. You will be generating a number from 2 to 12 (or 13 for Initiative 7). You can then divide by 2 (rounding up) to determine which Initiative Phase (from 1 to 6) the combatants go in. Alternatively, you could just subtract [a number you select between 6 and 10] from the initiative score and give anyone who still has a positive Intiative score a second ACTION.
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