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Initiative every round
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 14007
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 03, 2020 3:54 pm    Post subject: Reply with quote

Something I thought of in combination with my re-write of the 1E Tactics skill would be to only require an initiative roll when either side declares a Tactical re-roll. This would be little different than requiring an Initiative roll every round, but would add the incentive for both sides to keep track of it, as the tactical initiative has the potential to be a real game changer for either side.
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Whill
Supreme Chancellor (Owner/Admin)


Joined: 14 Apr 2008
Posts: 7564
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Thu Dec 03, 2020 6:32 pm    Post subject: Reply with quote

garhkal wrote:
IIRC, wound penalties, don't impact initiative, as its based on an attribute roll.. much like wound penalties don't impact Per resistance vs force, or str resistance vs damage.

Per R&E p.78, Initiative does not count as an action towards MAP calculations, but wounded penalties do count. My error in missing that for years is what this thread is about.
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Fri Dec 04, 2020 2:00 am    Post subject: Reply with quote

Ohh.. Guess i've missed that part too.
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Ninja-Bear
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Joined: 26 Sep 2016
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PostPosted: Mon Dec 28, 2020 8:28 am    Post subject: Reply with quote

I have the PCs roll Initiative every round, really it isn’t that hard. Now the villains though I’ll roll in groups. So the Storm Troopers will roll as one and the Leader will have a separate roll. I remember playing Battletech and we only rolled once for a game and it stunk if you had a horribly low initiative.
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