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Simo inititiave..
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ZzaphodD
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Joined: 28 Nov 2009
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PostPosted: Fri Jan 06, 2012 7:52 pm    Post subject: Reply with quote

Bren wrote:
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?


If course, no point in 'enforcing' the simultaneous part if they dont act against each other or if the result of the actions affect the situations as a whole.

Im thinking of adding 'speed actions' as well. This will allow you to add +1D to initiative but will count as a MAP. This will let you snap away a hasty shot with little aim.

We use Per as initiative. But Im thinking of using both. Per will then just be used the first (or first couple of) round when combatants are surprised. Once they get hold of the situation we switch to Dex initiativ. I havent figured out if its worth it though... Wink
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Volar the Healer
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Joined: 04 Aug 2003
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Location: Arizona, USA

PostPosted: Mon Apr 16, 2012 12:54 am    Post subject: Reply with quote

I'd have them act at the same time. In real life both men have died when dueling. Don't see why it can't happen in Star Wars.

I don't like additional rules. The RPG rules' simplicity is one of the game's strongest points.
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garhkal
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PostPosted: Sun Nov 22, 2015 5:08 pm    Post subject: Reply with quote

WE have had several new folk show up since this was first answered..

So to those folk, do you have initiative be simo if both (or more than 2) sides roll the same for their Perception roll?
Do you have them re-roll? Do you have 'ties always go to player"?
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Zarn
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PostPosted: Mon Nov 23, 2015 3:15 am    Post subject: Reply with quote

I use the following initiative system:

Actions are declared from the lowest PER score to the highest. If in doubt, PCs get the advantage.

Actions are resolved from the highest DEX score (or MEC score, if you're driving something) to the lowest. If in doubt, PCs get the advantage. If two PCs can't agree to when they go between them, roll-off. If roll-off is equal, they execute their action at the same time.

First, first actions. Then, second actions. And so on.

It works pretty well, I think.
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Naaman
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PostPosted: Mon Nov 23, 2015 11:43 am    Post subject: Reply with quote

That's a cool idea.
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