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Simo inititiave..
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garhkal
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PostPosted: Wed Jan 04, 2012 3:09 am    Post subject: Simo inititiave.. Reply with quote

How do you handle it if during the Init rolling phase of combat, the 2 sides (or more) roll the same number?

Do they all act at the same time?
Do you default it to an attribute to 'break the tie'?
If so, which?
If that is also the same, what then?
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CRMcNeill
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PostPosted: Wed Jan 04, 2012 3:23 am    Post subject: Reply with quote

Have both sides roll one more D6 and add the result to the total. Repeat as necessary until the tie is broken.
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Fallon Kell
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PostPosted: Wed Jan 04, 2012 5:01 pm    Post subject: Reply with quote

Ties go to players, IIRC.
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Bren
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PostPosted: Wed Jan 04, 2012 5:40 pm    Post subject: Re: Simo inititiave.. Reply with quote

garhkal wrote:
How do you handle it if during the Init rolling phase of combat, the 2 sides (or more) roll the same number?
Oddly enough, this seldom happens to us in play. Typically I would reroll until there is no tie.

If I want to change it up a bit I would have the two characters with the next highest PER scores on each side take over rolling for initiative.
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Matthias777
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PostPosted: Wed Jan 04, 2012 6:42 pm    Post subject: Reply with quote

Fallon Kell wrote:
Ties go to players, IIRC.

RAW states a re-roll (p. 78, 2R&E).

This is my interpretation: if there are three or more parties, the tied rolls are the only ones that re-roll, and the re-roll determines an internal ranking between the tied rolls only. For example, let's say you have the PCs, Imperials, and pirates all rolling initiative.

First rolls
Imperials: 16
Pirates: 14
PCs: 14

I would then re-roll for the pirates and the PCs only; the Imperials retain their first-place status for determining initiative, regardless of what the tiebreaker rolls are.

Tiebreaker rolls
Pirates: 13
PCs: 17

Despite the fact that the PCs' tiebreaker roll was higher than the Imperials' initial roll, the Imperials still have first initiative, because the 17 that the PCs rolled was only for the purposes of breaking the tie.

Final initiative rankings
First: Imperials
Second: PCs
Third: Pirates
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garhkal
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PostPosted: Wed Jan 04, 2012 6:56 pm    Post subject: Reply with quote

Interesting.. So no one actually has simo init...
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Grimace
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PostPosted: Thu Jan 05, 2012 12:11 am    Post subject: Reply with quote

I do, but you knew that already. Wink
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CRMcNeill
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PostPosted: Thu Jan 05, 2012 12:20 am    Post subject: Reply with quote

garhkal wrote:
Interesting.. So no one actually has simo init...


I did once, but they gave me a shot and it went away after a few days.
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garhkal
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PostPosted: Thu Jan 05, 2012 2:24 am    Post subject: Reply with quote

Grimace wrote:
I do, but you knew that already. Wink

Yea.. well i like asking the same q on both here and the holonet.
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Yasriia
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PostPosted: Thu Jan 05, 2012 6:23 am    Post subject: Reply with quote

Fallon Kell wrote:
Ties go to players, IIRC.


This is the fastest and easiest way. We allways play like that (even if it doenst happen that often Smile ).
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jmanski
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PostPosted: Thu Jan 05, 2012 5:37 pm    Post subject: Reply with quote

crmcneill wrote:
garhkal wrote:
Interesting.. So no one actually has simo init...


I did once, but they gave me a shot and it went away after a few days.


HA! Laughing
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ZzaphodD
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PostPosted: Thu Jan 05, 2012 6:24 pm    Post subject: Reply with quote

-Each player rolls initiative.
-GM rolls initiative for opponents (grouped into a few groups if they are many)
-Then each combatant takes turn executing their actions.
-If a combatant rolls 10 more than the following combatant he gets to take two actions in a row.

If there is a tie, they act simultaneously.
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MacRauri
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PostPosted: Thu Jan 05, 2012 7:11 pm    Post subject: Reply with quote

ZzaphodD wrote:

-If a combatant rolls 10 more than the following combatant he gets to take


That's an interesting twist on initiative. How does it feel from a flow standpoint? Does it feel fair?
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ZzaphodD
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PostPosted: Fri Jan 06, 2012 4:45 pm    Post subject: Reply with quote

MacRauri wrote:
ZzaphodD wrote:

-If a combatant rolls 10 more than the following combatant he gets to take


That's an interesting twist on initiative. How does it feel from a flow standpoint? Does it feel fair?


Fair, I dont follow.. Laughing

Seriously, as I see the round being an abstract way of representing the somewhat random flow of combat having someone getting to do two actions in a row does not seem unfair. Sure, the Bounty Hunter with 4D initiative will quite often get to act twice before the 2D goon. On the other hand, as the wild die is a factor a few goons will often get to shoot before the pcs.
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Bren
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PostPosted: Fri Jan 06, 2012 5:09 pm    Post subject: Reply with quote

ZzaphodD wrote:
Fair, I dont follow.. Laughing
For some reason I am not shocked by this answer. Razz
ZzaphodD wrote:
-Each player rolls initiative.
-GM rolls initiative for opponents (grouped into a few groups if they are many)
-Then each combatant takes turn executing their actions.
So far, that is how we do things.
ZzaphodD wrote:
-If a combatant rolls 10 more than the following combatant he gets to take two actions in a row.

If there is a tie, they act simultaneously.
We tend not to have true simultaneous actions either because often the roll is just not the same or simultaneity is irrelevant because if A is acting againts B and C is acting against D it often doesn't matter whether A acts before or after C. If it matters, we do generally re-roll.

The double actions before the noticeably slower opponent is interesting. It allows for the possibilitiy of a Spagehtti Western style gun battle where the [strike]Bounty Hunter[/strike] Gambler can shoot two opponents before either can act (always shoot the faster guy first).

You mentioned the Bounty Hunter getting to act before the Mooks. Are you using DEX or PER for determining initiative?
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