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TW(i)G RPG

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Lieutenant Kije:
Fell mentioned in another thread the development of the RPG side of the project.  I had an idea a while back that I thought I'd share now since the RPG stuff is being considered.

I was thinking a neat combat rule would be to have everyone declare their actions up front, and then afterwards determine initiative.  I think it would make combat feel a tad more real-time than turn-based, which in my opinion would be a good thing.

Of course, I don't know if the benefit is outweighed by the added complication, or by the fact that it's a rule that would only work for a limited portion of the game (combat) and not all situations.

The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers:
well, you could make it apply to any situation where time is important. It sounds like a good one to me. I put Fell in charge though.

Lieutenant Kije:
Yeah, I was hoping Fell would notice the discussion here.

Entsuropi:
White Wolf storyteller has a system where you determine initiative, and then the lowest initiative result declare their actions first, in ascending order. Then, after all actions have been declared, the highest initiave results go first. It's an interesting idea. But it gives a major advantage to people that get higher results.

Lieutenant Kije:
What I would like would be the uncertainty - you don't know where in the order you're going to fall, so you can't coordinate or plan as well as you might be able to if you determined initiative order first.  It shakes things up a bit, and makes combat less of a formulaic endeavor.

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