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#1
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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 |
#2
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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 |
#3
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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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#4
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That's how I'd do it.
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#5
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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 |
#6
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Under my proposal, you start out high and count down to 1. This is due to the fact that those participants with a higher CUF would roll a bigger die size. This gives them more chances to roll a higher number than those participants rolling a smaller die size... but yet still allows the smaller die user to occasionally out roll the bigger die user and go first. It also allows the GM to impose existing game penalties which REDUCE the die size on the Initiative roll. So you wind up with a situation where the lower die CAN win but it is less likely than the guy with the larger CUF die (representing his greater experience or speed of engagement). So it makes more sense to roll high and count down. |
#7
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I really am enjoying the discussion here, but could a mod split the alternate initiative systems material into its own thread? It feels like the “all things 4e” topic may need to branch a bit.
- 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 |
#8
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Split as requested.
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Author of the unofficial and strictly non canon Alternative Survivor’s Guide to the United Kingdom |
#9
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- 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 |
#10
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#11
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![]() - 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 |
#12
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Sounds fun -- although I imagine you're going to be seeing a lot of "zero successes." Of course there's also mishaps... cancel successes 1:1 and any excess dumps you to the bottom?
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#13
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If I run CUF for Initiative, you just roll the die and that's your starting number. I like the fact that it takes into account the combatant's experience (by the die size) but still allows a less experienced combatant to get a higher result than the pros (based on rolls). I would still keep any penalties from wounds, surprise, etc...
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#14
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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 |
#15
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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 |
#16
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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.
__________________
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 |
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