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Wuxia Initiative?

Started by Ghost Whistler, September 25, 2012, 09:36:01 AM

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Ghost Whistler

Which would be best suited to a wuxia style of play/game:

Initiative where each combatant acts in prescribed order fastest to slowest, one action apiece. Pretty much the hobby default.
Tick based system (which would be, I suspect, a colossal nightmare to design).
Group based; ie the pc's attack then their enemies, or vice versa.

Or should I just steal the MHR idea (I'm sorely tempted even though it's massive plagiarism!)
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

deleted user

QuoteInitiative where each combatant acts in prescribed order fastest to slowest, one action apiece. Pretty much the hobby default.
The only Wuxia fights that would require this are blow-for-blow duels, doesn't really for for running battles with many combatants.

QuoteTick based system (which would be, I suspect, a colossal nightmare to design).
I agree, could be horrendous

flyerfan1991

And I thought this was a thread about WoW's Mists of Pandaria.

Whew.

Skywalker

Quote from: Ghost Whistler;585332Or should I just steal the MHR idea (I'm sorely tempted even though it's massive plagiarism!)

Given the focus of combat being an interaction between opponents, I would go with the MHR one.

I don't think it would be plagarism. Despite the way that the next person to go is chosen is not used in any other RPG I know, it is essentially just turn based initiative.

Ghost Whistler

As a matter of pride, if nothing else, i'd rather the ideas were my own. It also just seems disrespectful to nick an idea wholesale like that.

But, that said,  how does MHR resolve who acts first?
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Skywalker

Quote from: Ghost Whistler;585458As a matter of pride, if nothing else, i'd rather the ideas were my own. It also just seems disrespectful to nick an idea wholesale like that.

How would that be any different from using your other options, all of which have been created by someone else?

Quote from: Ghost Whistler;585458But, that said,  how does MHR resolve who acts first?

Players go first, unless Watcher spend a DP dice to seize initiative (which you can do at the start of the turn or during the turn). In a game without DP, you could go with a standard Surprise check.

The thing is that once combat is started, who went first is of little importance. Initiative is generally controlled by the side with the larger number of combatants (though MHR does group mooks into mobs).

Ghost Whistler

It is no different, but...y'know.

Anyway how about this idea:

Actions take place in groups, with each side resolving all their actions followed by their opponents. Combatants get one action apiece, plus any bonus actions they or their group might earn.
The default order of combat puts the largest side first in each round.
Before actions are resolved, each round, initiative is calculated. Both sides make a single roll and compare their total of even results. The winning side immediately receives a number of bonus actions equal to the difference. These can be spent at any time, even before their opponents can act by any member of that group, and any member of that group can spend multiple bonus actions above and beyond his one action per turn. No combatant may act, taking regular and bonus actions as well as effects into account, more times than they have points of Chi. Bonus actions that can't be spent or aren't used by the end of the round are forfeit.
Combatants may spend Chi to reroll results (1 per point per time) before adding to the final total. Tied result means combat proceeds as per the default with no bonus actions.
At the end of the round, the side that scored more successful attacks adds an extra die to their initiative pool at the start of the next round.

So, for example: Wei fights 3 Mooks. Ostensibly they get to act, one after the other (in any order) before him. Then they roll initiative. Wei scores 3 evens, they score 1. Wei gets 2 bonus actions. He chooses to attack once now, takes out 1 mook, then allow the mooks to attack. They don't do much (let's say). Then on his turn he gets his regular action and his remaining bonus action, and takes the remaining 2 mooks out.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Ghost Whistler

The simplicity of something like Savage Worlds would be nice (as random as it is), but playing cards are not thematically appropriate at all, and I doubt Mahjongg tiles would help!
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

deleted user

#8
Chō-han

- characters/npcs whose players (or dm) guess right get to go first - in order of expertise.

- players who guess right may have their characters delay their strike, so acting in the guessed-wrong group but getting a bonus to strike. So you emulate the genre where sometimes you get the guy who's like powerful stillness, then suddenly makes the decisive cut.

-shirtless, tattooed DMs sat on tatami mats and blind masseurs are optional

Ghost Whistler

I appreciate the effort, but that's japanese I'm afraid.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

deleted user

Quote from: Ghost Whistler;586429I appreciate the effort, but that's japanese I'm afraid.

Oops - then maybe for a every man for himself chop socky brawl -Chinese Dominos -use lollysticks - the black dots determine your place in the order of action, the red dots are which other fighter you're engaged with

Ghost Whistler

I think i might resolve initiative in terms of side:
each combatant adds 1d6 to the total for their side (ie each side rolls a pool equal to the number of combatants within). Highest roll wins. Players might be able to spend a resource to add dice.

This may seem bland or not representative of a combatant's speed, but it has two points:
1. the gm doesn't have make a separate roll for every npc, something i find tedious. I much prefer initiative systems that shorthand the gm's work.
2. 1 die per person might seem bland, but when you think about it most combatants, especially in an action game, are going to be somewhat evenly matched in regard of speed. Everyone will really need to be able to handle themselves. This may seem unfair if you want a badass taking on a gang of villains that can ooutclass them, but in most kungfu movies said badass waits to be attacked and then shows off his skills by pwning them with barely a flick of his wrist compared to the considerable expenditure of the enemies charging aroudn trying to defeat him.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

deleted user

Quote from: Ghost Whistler;586804I think i might resolve initiative in terms of side:
each combatant adds 1d6 to the total for their side (ie each side rolls a pool equal to the number of combatants within). Highest roll wins. Players might be able to spend a resource to add dice.

This may seem bland or not representative of a combatant's speed, but it has two points:
1. the gm doesn't have make a separate roll for every npc, something i find tedious. I much prefer initiative systems that shorthand the gm's work.
2. 1 die per person might seem bland, but when you think about it most combatants, especially in an action game, are going to be somewhat evenly matched in regard of speed. Everyone will really need to be able to handle themselves. This may seem unfair if you want a badass taking on a gang of villains that can ooutclass them, but in most kungfu movies said badass waits to be attacked and then shows off his skills by pwning them with barely a flick of his wrist compared to the considerable expenditure of the enemies charging aroudn trying to defeat him.

seems fine  - fast, simple, emulates the genre. I like the 'use a resource to add a dice' because there's often a point where a vengeful hero cuts a swathe through the Big Bad's minions before they even know it.