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[Zombipocalypse] Clash, Pay attention! Initiative!

Started by HinterWelt, December 03, 2008, 08:30:28 PM

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Idinsinuation

Sounds cool, I might have to adapt this for my AFMBE game.

Each player would start with a base initiative of 10 minus their Dexterity or Perception (whichever is higher).  They may then apply a penalty to their rolls to lower their initiative to a minimum of zero.  Lowest initiative goes first.

Each player will also have a tie breaker score equal to their Dexterity or Perception, whichever is lower.  Higher attribute wins on a tiebreaker.  That way both attributes still effect reaction time in some circumstances.
"A thousand fathers killed, a thousand virgin daughters spread, with swords still wet, with swords still wet, with the blood of their dead." - Protest the Hero

HinterWelt

Final version. Clash, do you want a credit? I used your breakdown of the options verbatim.

Thanks,
Bill
QuoteInitiative
Initiative is the means the group has of determining who goes first. Everyone starts at 0 initiative. They may spend time getting a bonus to their skill checks or they may rush themselves and take a minus to go first. Lowest initiative goes first followed in order by larger numbered initiative. For instance, a -1 initiative goes before a 0.

Example: Dirk Lance rushes to fire on the vine before it can strike the little girl Rosy Blatzowitz. He takes a -1 to his Ranged Combat skill taking it from a total (Skill + Stat) of 10 to 9.  This has his actions going on an init of -1. He rolls 3d6 and gets a total dice roll of 14 plus his skill of 9 for a total of 23.

Alternatively, a character could wait and build up a bonus by raising their initiative.

Example: Dirk waits, adding 4 to his Ranged Combat skill inorder to be sure he will not miss. His initiative goes from 0 to 4. His skill would go from a total of 10 to 14.

A character may not add or subtract more than their Skill Total in one round. For example, If Dirk had a 2 in Ranged Combat then he would not have been able to take the +4. Instead, he could only take +2 unless he waited an additional round. If the opportunity (determined by the GM) is present for an action to span multiple rounds they may add an additional 1 per round after the first one. Total bonuses or penalties cannot exceed 18 in either direction. This supersedes the Skill Total maximum described above.

Optional Initiative
The following are possible alternatives to the standard initiative (called Common Base) and the possible effects to the game. The group should discuss if they wish to use any of the following and whether it suits their play style.

Secret Bid
All bids are held in secret, written on paper and turned over when the round starts. The GM does likewise with any NPCs.

Pluses: Secret bid is interesting mechanically, and players have a lot of choices.

Minuses: It slows down the game considerably..

Random Base
Everyone, including the GM, rolls a d6 then uses that as their base for bidding initiative as usual. Any penalties or bonuses are still applied.

Pluses: Traditional and comfortable, as well as unpredictable.

Minuses: Sometimes it makes no sense at all.

Stat Base
Each player and NPC uses their Mind stat as the base for Initiative. Bidding is applied as normal and any bonuses or penalties are applied.

Pluses: Tied to the character, good variation.

Minuses: Predictable.

NPC Initiative
Initiatives for non-player characters may be handled the same as player characters if the GM desires. An alternative is to use the following table and roll a d6 against it. The result will give a range of possible reactions.
NPC Init Table   
d6   Result
1   Rushing; -2 initiative, -2 to any skill
2   Hurried;  -1 initiative, -1 to any skill
3-4   Normal;  0 initiative, 0 to any skill
5   Careful;  +1 initiative, +1 to any skill
6   Methodical;  +2 initiative, +2 to any skill
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Quote from: HinterWelt;271366Final version. Clash, do you want a credit? I used your breakdown of the options verbatim.

Thanks,
Bill

Sure, Bill! I'd be proud to point to it. :D

-clash
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