tdewitt274
June 5th, 2010, 15:05
Hello All!
Most systems that I've played use a round based Initiative (ex, D&D 3.x, 4e, Pathfinder) while others start over each round (Savage Worlds, D&D 2e and 1e, Alternity). However, they're all pretty much go around in a circle. I was wondering how FG would handle a "Time Based" Initiative?
In the Timed Initiative, you have all Players start off at 0 seconds. Next, the Players roll for Initiative and go at the appropriate time. What complicates this is that the initiative adds on as a person declares action.
So, for example,
Player A rolls a 3 and Player B rolls a 5.
On 3, Player A pulls his weapon (1 second) to raise his Initiative to a 4.
On 4, Player A fires his gun (2 seconds) at Player B.
On 5, Player B starts moving (4 seconds, finishes on 9).
On 6, Player A gets his shot off at Player B.
On 9, Player B stops moving.
I believe, with a little tweaking, that the Combat Manager can handle a Low to High initiative and you just keep adding Initiative to the players as they start acting (maybe modify the Combat Manager to add onDrop as opposed to replace).
However, to further compound the question, each player can have an "Action Initiative" and a "Movement Initiative".
So, in the example above:
Player A rolls a 3 and Player B rolls a 5.
On 3, Player A pulls his weapon (1 second) to raise his Action Initiative to a 4 and decides to move (Move Initiative +4, total 7).
On 4, Player A fires his gun (2 seconds) at Player B and continues moving.
On 5, Player B starts moving (4 seconds, finishes on 8) and quick draws and fires his gun (+1 Action, 6).
On 6, Player A gets his shot off at Player B and Player B shoots wildly back.
On 9, Player B stops moving.
On 9, Player A stops moving.
Is there a way to handle two separate initiatives in the existing Combat Manager? Can you add a person in twice and still activate the person normally?
Any thoughts are appreciated!
Thanks!
Most systems that I've played use a round based Initiative (ex, D&D 3.x, 4e, Pathfinder) while others start over each round (Savage Worlds, D&D 2e and 1e, Alternity). However, they're all pretty much go around in a circle. I was wondering how FG would handle a "Time Based" Initiative?
In the Timed Initiative, you have all Players start off at 0 seconds. Next, the Players roll for Initiative and go at the appropriate time. What complicates this is that the initiative adds on as a person declares action.
So, for example,
Player A rolls a 3 and Player B rolls a 5.
On 3, Player A pulls his weapon (1 second) to raise his Initiative to a 4.
On 4, Player A fires his gun (2 seconds) at Player B.
On 5, Player B starts moving (4 seconds, finishes on 9).
On 6, Player A gets his shot off at Player B.
On 9, Player B stops moving.
I believe, with a little tweaking, that the Combat Manager can handle a Low to High initiative and you just keep adding Initiative to the players as they start acting (maybe modify the Combat Manager to add onDrop as opposed to replace).
However, to further compound the question, each player can have an "Action Initiative" and a "Movement Initiative".
So, in the example above:
Player A rolls a 3 and Player B rolls a 5.
On 3, Player A pulls his weapon (1 second) to raise his Action Initiative to a 4 and decides to move (Move Initiative +4, total 7).
On 4, Player A fires his gun (2 seconds) at Player B and continues moving.
On 5, Player B starts moving (4 seconds, finishes on 8) and quick draws and fires his gun (+1 Action, 6).
On 6, Player A gets his shot off at Player B and Player B shoots wildly back.
On 9, Player B stops moving.
On 9, Player A stops moving.
Is there a way to handle two separate initiatives in the existing Combat Manager? Can you add a person in twice and still activate the person normally?
Any thoughts are appreciated!
Thanks!