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View Full Version : "Unconventional" Initiatives



tdewitt274
November 22nd, 2009, 16:40
Hello All,

I've been looking through the forums and the FG program and had a question on how different types of Initiative are handled. The "Highest First" (descending order based on a number) is pretty much what I've seen in the program. I'm not looking for solid resolutions, but how would you go about running the below examples?

"Lowest First"
Pretty much the "easiest" option besides the default behavior. Can FG be modified to sort the order in Ascending order?

"Based on Success"
Alternity uses an initiative concept where you make a roll and, depending on the success, go at different "phases". The phases are Amazing, Good, Ordinary and Marginal (if memory serves me correctly). The calculations are relatively easy (1/4, 1/2, Even, "Miss"), but the character can go in any phase they qualify (foregoing an earlier phase if they want to "wait") and for as many phases as they have actions.

For example, Jack Hardell has 2 actions and rolls an Amazing success. He wants to see what the "space tiger" is going to do, so he holds his action until Ordinary to take his action. As the "space tiger" leaps at him, he fires his blaster. On Marginal, he decides to finish off his opponent.

"Separate but Equal"
In Aces & Eights, everything is time based to a fraction of a second. Adding to the complexity, there are two types of initiatives to keep track of: Movement and Actions. Movement is tracked on different "counts" than Actions. Additionally, the count never "resets" as taking actions increases the initiative.

For example, Jack Hardell (hey, cowboys in space ; ) starts out his gunfight. He rolls 1d10 (5) for initiative and adds his Speed (2) so he starts on a 7 Count. Jack decides to draw and shoot his weapon (7 + 5 = 12) and move 5 feet (7 + 3 = 10). When the Count reaches 7 (anyone that is faster does their action first), he starts to draw his gun and then starts moving halfway through his draw. Jack moves another 5 feet (13) and gets his shot off just before he finishes moving.

"Multiple methods with Phases"
Silent Death uses another technique where Initiative is rolled and the lowest roll goes first. I don't have my books readily available, but the gist is that each Phase has different roles. Warheads are fired in the first Phase. Movement is resolved in worst to best initiative (warheads fired at a target move immediately after the target). Warhead result phase resolves any successful attacks with warheads. Weapon fire comes next in the order based on the Gunner skill (high to low) with Pilots firing after Gunners in the same order. Then Missiles are resolved.

"How good you are"
There are times when initiative is based on how good you are. In Hero System, you use an ability (or derived in previous editions) to determine when and how many times you go in a defined timeframe.

For example, Jack Hardell has a Speed of 4. As a result, he goes once every three phases in a range of 12 phases (3, 6, 9, 12).

Thanks in advance for your input!