What initiative system lends itself best to crunchy, tactical combat?
What initiative system lends itself best to crunchy, tactical combat?
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Reaction/activation systems are all the rage in wargaming these days.
Can you tell me more about that?
>Turns have an ultra small lenght
>everyone move at the same time
>you tell you want to do something and after X turns this thing happen at the end of the turn, X is based on your stats and or skill or class or whateaver
Yeah, it didn't work for Scion. Probably won't work for your game.
Depends on the number of combatants and what actual physical method you have for tracking it (computer, paper+pencil, etc). The average person has a very hard time managing more than about twenty discrete actors and you might even argue that control-fatigue sets in at about ten. You need to account for the amount of time it takes for one person to socially hand off control and focus of the game to another person and how many people are playing the game. The time per hand off goes up with the number of players and the more hand offs the more time. If you want an example of this measure how long it takes two magic players to get to turn five of a game, then measure how long it takes four players to get to turn five. It's not twice as long. It's often more like 4-5x as long.
For what gametype faggot?
Tabletop wargames would be better off with the old I move a unit, you move a unit deal. Follow the same steps for shooting and assault and magic n shit .
For RPGs, a static system is best. Everyone knows when they go, and the order doesn't change.
Not particularly tactical, but I've been considering using a system similar to the one in Banner Saga, in which opposite sides alternate regardless of number.
>I move a unit, you move a unit
Like chess where you can only move one unit per turn, or like Fire Emblem where you can move every unit on your turn?
Sauce on pic? Image search keeps giving me random anime girls in glasses, no artist name anywhere in sight.
Neat!
RuneQuest 6 combat is really good.
>roll initiative
>each character takes 1 action using 1 point from a pool of action points
>characters may react if able by spending 1 action point
>if you cannot spend 1 action point you do nothing on your initiative.
>when all action point pools are empty the round ends and the next begins
Some notes:
>fast creatures have more actions
>fast & smart creatures have higher initiative
>acting first is not always as good as reacting first
>multi-limbed creatures get bonus action point for every 2 limbs
>complex actions (casting a spell, charging into melee, etc.) all drain your action pool at the beginning of a round, and commits all your actions in that round up front - it also carries their own benefits like using magic or charging giving bonus damage and knockback
It's atypical so it needs adjusting from what you are used to, but works really well. Additional tactical layers come from layering simple systems - each attack has a special effect, combat causes fatigue, weapons have reach and reload times, the game is lethal, etc.
What part of "A unit" is throwing you off?
Can you choose to not use your points on your turn, instead saving them for reactions?
Gurps
No you have to use one point on your turn if you have them even if you choose the Dither action.
...
>No initiative; a time cost is associated with each action, and a combat scene involves the GM "counting" up actions to determine how the combat plays out
Example: Aces & Eights
>The initiative is rerolled each turn and, at the cost of taking your turn later, may be used for a "Minor Action" for each turn, encompassing actions such as movement, door opening, or using it to form the basis of narrative bonuses to other rolls
Example: Legends of the Wulin
>The acting player chooses the next character within the combat scene that may act, passing it off to either other players or an NPC, who acts and then selects a character in turn, until everybody goes; popcorn initiative
Mostly system independent, and may be used so long as your system uses the standard "roll for initiative and then that's your initiative for the rest of the fight" type d&d system
bump
What do you guys think of roleplaying games where initiative is determined by weapon reach?
Vanishing Point is a fair old and oddball RPG, but it has a fair interesting initiative systerm
Each play have a number of action dice they roll when combat start.
The player isn't in cover, they can act when the result one of the Dice comes in the initiative order. That dice then becomes 'active'.
They player can act and use that dice, or save that die for later on their turn in the initiative and add to their attack roll.
I haven't tried it it it still both tactile and tactical
not bad, but they risk losing the justification for using shorter weapons at all and maintaining coherence
Unit can refer to a singular entity or a singular group.
Classic World of Darkness.
Initiative is rolled every round. The highest initiative person will act first, but the slowfags declare their actions first. This means the high initiative people can react to anything the slowfags are doing before they get to do it.
That picture gives off an interesting question.
>Would wizards play Tabletop RPG:s?
Yes, but that's still a single something.
No, because there's a difference between moving one unit (referring to a singular entity) vs. moving one unit (referring to a group of singular entities working on their own initiative).
It's the difference between playing Chess and playing Risk.