CharonsHelper
2016-08-04, 01:45 PM
The standard RPG initiative system has been around since the first D&D; the standard turn-based system.
There quite a few different initiative systems, but I haven't found one quite like the one I'm working on in my system Space Dogs (a sci-fi space western RPG). The play-testing has been pretty smooth, though with a bit of a learning curve due to it being different from the standard.
I'd like to get your guys' feedback on it.
There are four steps in a Space Dogs' combat turn.
1. Initiative Phase: Everyone rolls 1d8 which determines the initiative order. On a tie the character with the higher Initiative Edge stat chooses whether to go first or second between them. (Going first isn't always beneficial.)
2. Movement Phase: Everyone moves in initiative order (drawing/reloading weapons etc. happens here) and chooses their Action. (Ex: pick pistol/sword/psychic power etc.) As you can see, going first has the disadvantage of picking your Action first, especially since the system has somewhat more R-S-P than most systems.
3. Ranged Phase: Everyone not yet engaged in melee and who chose a Ranged weapon/ability takes their Action in initiative order.
4. Melee Phase: Everyone else takes their Action in initiative order. (If you chose a melee weapon you get extra movement here.) At the end of the phase everyone rolls their melee attacks. (Melee is basically opposed attack rolls where one side is always hit.)
How does that seem? I will totally agree that it's more complex than a standard initiative system, but it also adds extra tactical depth. As I said above, it seems to be working pretty well in play-testing thus far (though I haven't done nearly as much play-testing as I'd like to yet).
There quite a few different initiative systems, but I haven't found one quite like the one I'm working on in my system Space Dogs (a sci-fi space western RPG). The play-testing has been pretty smooth, though with a bit of a learning curve due to it being different from the standard.
I'd like to get your guys' feedback on it.
There are four steps in a Space Dogs' combat turn.
1. Initiative Phase: Everyone rolls 1d8 which determines the initiative order. On a tie the character with the higher Initiative Edge stat chooses whether to go first or second between them. (Going first isn't always beneficial.)
2. Movement Phase: Everyone moves in initiative order (drawing/reloading weapons etc. happens here) and chooses their Action. (Ex: pick pistol/sword/psychic power etc.) As you can see, going first has the disadvantage of picking your Action first, especially since the system has somewhat more R-S-P than most systems.
3. Ranged Phase: Everyone not yet engaged in melee and who chose a Ranged weapon/ability takes their Action in initiative order.
4. Melee Phase: Everyone else takes their Action in initiative order. (If you chose a melee weapon you get extra movement here.) At the end of the phase everyone rolls their melee attacks. (Melee is basically opposed attack rolls where one side is always hit.)
How does that seem? I will totally agree that it's more complex than a standard initiative system, but it also adds extra tactical depth. As I said above, it seems to be working pretty well in play-testing thus far (though I haven't done nearly as much play-testing as I'd like to yet).