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[FS: Twilight] Would this initiative mechanic work?
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Topic: [FS: Twilight] Would this initiative mechanic work? (Read 508 times)
age_of_dissent
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Posts: 13
[FS: Twilight] Would this initiative mechanic work?
«
on:
March 11, 2004, 09:20:32 PM »
I'm hashing out the details of my combat system, and I've got a system which works a bit differently to any I've seen before. I would appreciate your opinions on any potential issues with it. Would it be too easy for the inevitable munchkins to rape the system?
Rather than a single initiative number, each character has a list of initiative calls. A high reflexes stat raises these numbers, and special abilities, skills and magic can increase the length of the list.
A basic character would have a short list, for example "35". The number is equal to his reflexes stat.
A character who specialises in moving fast or has speed enchantments might have something like "65 / 33 / 22 / 16" as their initiative. The first number (65) in this example is her reflexes. Then she has 3 levels of a speed-boosting skill, so she gains 3 extra numbers which are 1/2, 1/3 and 1/4 of her basic stat.
At the start of the combat round, each player rolls a percentile dice. The highest number acts first, as in the more common system. But for each number you roll less than, you can act on that number as well. So if the character in the second example rolled 22 for initiative, she would have 3 actions that turn: at initiative numbers 65, 33 and 22.
If you roll equal to one of your numbers (a critical success), the turn ends immediately after your last action. Anybody who scored less than you just isn't fast enough.
So... what do you think? Is that reasonable?
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Mike Holmes
Acts of Evil Playtesters
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Posts: 10459
[FS: Twilight] Would this initiative mechanic work?
«
Reply #1 on:
March 12, 2004, 01:58:56 PM »
I think we have too little information. It seems to be fine, but your suggestion that it could be raped seems to indicate that you see some weakness in it. So what do you see as potentially problematic.
Further, many attacks are, of course, the best way to power up your character. So, yes, basically this is problem prone from that POV. But I assume that you've taken this into consideration, right?
Mike
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age_of_dissent
Member
Posts: 13
[FS: Twilight] Would this initiative mechanic work?
«
Reply #2 on:
March 12, 2004, 11:57:37 PM »
My mechanics tend to have exploitable weaknesses that only the group's single hardcore gamist ever spots.
I don't actually see a vulnerability with it. But now that I'm actually going to be releasing the rules rather than just play-and-discard, I'd prefer to find and eliminate any potential problems earlier on. I was just hoping to see if anyone else could spot problems.
Thanks for reassuring me
Andrew
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Mike Holmes
Acts of Evil Playtesters
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Posts: 10459
[FS: Twilight] Would this initiative mechanic work?
«
Reply #3 on:
March 13, 2004, 02:44:22 PM »
Just to be clear, I wasn't reassuring you. I'm saying that any analysis we do with the information that we have won't tell you anything of value. It's like you've shown me a working carburetor, and asked, "Will my car run with this?" The answer can only be, "Well, it seems like a working carburetor, but depending on the car, it'll either work like a charm or destroy the engine, or something in between. Don't know until we see the car."
Mike
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