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Impulse system turn order

Started by Hixanthrope, May 17, 2023, 12:03:49 PM

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Eric Diaz

Quote from: Theory of Games on May 18, 2023, 11:28:22 AM
What about the ORE (One Roll Engine, used by Nemesis, Godlike, Reign and Wild Talents)?

You roll a handful of d10s and the result determines both how fast you act AND how well you do. It's a fast (and deadly) system.

https://en.wikipedia.org/wiki/One-Roll_Engine

I kinda like it. It bothered me that it also included hit location, IIRC (high roll means you hit the head, etc.). But overall I think it is a good idea.
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Steven Mitchell

#16
Quote from: Theory of Games on May 18, 2023, 10:59:50 AM
Question though: with systems that roll initiative, thoughts on rerolling initiative each subsequent round?

For me, it's less about the precise characteristics of the initiative system but how it all fits together and into the rest of the system.

So yes, my system has the players rolling every round.  The GM is not obliged to follow the PC rules for the NPCs/monsters.  I divide the monsters up into whatever groups I want (usually based on type, equipment, or position on the battlefield), and then roll for the groups.  Sometimes I designate particular groups as faster/slower, roll once for all the monsters, and then assume the faster ones get a bonus to that roll and opposite for the slower ones.  Point being, my overall goal is spread out the initiative phases into manageable chunks, with uncertainty, so that pacing and handling time works for the way I like to run games. The initiative system is just another GM tool to make that happen. 

Contrast that to the house rule I used for the last few years of my main Fantasy Hero run.  We started with the standard Speed chart.  Most speeds were in the 2-4 range.  That hits that clunky thing where SPD 4 characters get a free from consequences action in phase 9.  Then we bumped everyone's SPD to one higher than they paid for.  With 3-5 range, less of a problem.  Then we dropped the chart all together.  Instead, players tried to roll their SPD or less on a d12.  If they made it, they got to act.  If they didn't, they added +1 to their SPD temporarily for the next roll, keep adding until you make it, then reset.  Now we've got lots of uncertainty.  And despite the extra roll, it played faster (with those players) because uncertainty and no chart or calling out phases.  All we had to do extra was say that when you rolled a 1, you got to recover.  Then later we didn't like that recovery rate, and changed the d12 to a d6, since we never had SPD over 5 anyway.  That mathematically changed the recovery rate, but also eliminated a lot of noise rolls, so good trade.

I would never use reroll in WotC-style initiative.   It's just another roll to no good purpose.