Simon Smith
2008-03-16 20:12:46 UTC
What games out there have good mechanics for initiative? How do they work?
Two of my favorites are Feng Shui and Golden Heroes:
Feng Shui:
All characters have a Speed stat; everyone rolls D6+Speed, generating a
number of action points for the coming turn. Highest Speeds act first.
Actions usually use up three 'speed points' each, occasionally less or more.
A defensive action uses up one speed point. Hence if you rolled 15 for
initiative, and the mooks you were facing rolled 10, you might get the
character acting on initiative 15, 12, 9, 5, 1, having used a couple of action
points for defence (defending once moved the character's next action from
speed 6 to speed 5, and defending twice more moved his last action of the
round from speed 3 to speed 1). The mooks would act on 10, 7, 4, 1. This
works well at intermixing the actions of the two sides and is easy to track.
And it fits the Feng Shui genre very well.
Golden Heroes:
Initiative is rolled on a D10 for each side. Every two points by which you
beat the other side gives one 'Frame' (GH equivalent of a 'short action'; a
long action, such a a major power use, requires two consecutive frames to
perform) before the other side gets its full allowance of frames in which to
act. Disregarding mooks, each side always gets four frames, so the result of
initiative is to split the frames 4-4, 3-4-1, 2-4-2 or 1-4-3 depending on
the relative rolls. This did an excellent job of capturing the to-and-fro
nature of comic-book combat.
Both of these systems determine not only who goes first, but also provide a
way of tracking the rest of each character's actions throughout the round. I
think that is a useful - and possibly a necessary - feature for any system
that permits more than one action per character per round.
What other systems out there handle initiative in a notably elegant way?
Two of my favorites are Feng Shui and Golden Heroes:
Feng Shui:
All characters have a Speed stat; everyone rolls D6+Speed, generating a
number of action points for the coming turn. Highest Speeds act first.
Actions usually use up three 'speed points' each, occasionally less or more.
A defensive action uses up one speed point. Hence if you rolled 15 for
initiative, and the mooks you were facing rolled 10, you might get the
character acting on initiative 15, 12, 9, 5, 1, having used a couple of action
points for defence (defending once moved the character's next action from
speed 6 to speed 5, and defending twice more moved his last action of the
round from speed 3 to speed 1). The mooks would act on 10, 7, 4, 1. This
works well at intermixing the actions of the two sides and is easy to track.
And it fits the Feng Shui genre very well.
Golden Heroes:
Initiative is rolled on a D10 for each side. Every two points by which you
beat the other side gives one 'Frame' (GH equivalent of a 'short action'; a
long action, such a a major power use, requires two consecutive frames to
perform) before the other side gets its full allowance of frames in which to
act. Disregarding mooks, each side always gets four frames, so the result of
initiative is to split the frames 4-4, 3-4-1, 2-4-2 or 1-4-3 depending on
the relative rolls. This did an excellent job of capturing the to-and-fro
nature of comic-book combat.
Both of these systems determine not only who goes first, but also provide a
way of tracking the rest of each character's actions throughout the round. I
think that is a useful - and possibly a necessary - feature for any system
that permits more than one action per character per round.
What other systems out there handle initiative in a notably elegant way?
--
Simon Smith The idea of an uncrackable digital rights management
(DRM) scheme is fundamentally flawed. Encryption is
about A sending information to B while ensuring that
C cannot read it. In DRM, B and C are the same person.
Simon Smith The idea of an uncrackable digital rights management
(DRM) scheme is fundamentally flawed. Encryption is
about A sending information to B while ensuring that
C cannot read it. In DRM, B and C are the same person.