Do you go to the dungeon?

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rules:messy-initiative-system [2017-05-04 09:51] sandrarules:messy-initiative-system [2018-04-25 05:19] sandra
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 ====== Messy Initiative System ====== ====== Messy Initiative System ======
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 +This system didn't work and this page is here for historical reasons only. And/or we should delete it. [[http://story-games.com/forums/discussion/21615/5e-tapping-to-keep-track-of-action-econ/p1|Here's a link to what I do now.]]
  
 This is nerdy and not something any player needs to understand. It's provided here for the Spikes & Mels only. If that's not you, just don't worry about this text, the turn will flow to you normally. This is nerdy and not something any player needs to understand. It's provided here for the Spikes & Mels only. If that's not you, just don't worry about this text, the turn will flow to you normally.
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 {{http://idiomdrottning.org/initiative-flowchart.png}} {{http://idiomdrottning.org/initiative-flowchart.png}}
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 ===== How this came about ===== ===== How this came about =====
-I've been wanting a more "conversation"-like initiative system for years, where things just "happen" without rolling up a list. And at first I tried colored disks and I tried a little circle and I've tried all sorts of things. At the con game this March I just had everyone sit in initiative score order and we went around the table (simple, but feels like a board game—but maybe that's a positive thing? if this doesn't fly, that's what I'm going back to, just following the static initiative score always.)+I've been wanting a more "conversation"-like initiative system for years, where things just "happen" without rolling up a list. And at first I tried colored disks and I tried a little circle and I've tried all sorts of things. At the con game this March I just had everyone sit in initiative score order and we went around the table(Simple, but feels like a board game—but maybe that's a positive thing? If this doesn't fly, that's what I'm going back to, just following the static initiative score always.)
  
 Then I read the game Kutulu, which inspired this system. There are a couple of differences. First, Kutulu doesn't have any reactions (or bonus actions) like 5e has, you get your one action and that's it. Then I read the game Kutulu, which inspired this system. There are a couple of differences. First, Kutulu doesn't have any reactions (or bonus actions) like 5e has, you get your one action and that's it.
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 Second, in Kutulu, defending isn't free—you can spend your full action to counter-attack. So if Alice attacks Bob and Bob counterattacks, they would roll simultaneously and the winner would deal damage to the other and the losers would deal no damage. And they've both spent their action for the round. Second, in Kutulu, defending isn't free—you can spend your full action to counter-attack. So if Alice attacks Bob and Bob counterattacks, they would roll simultaneously and the winner would deal damage to the other and the losers would deal no damage. And they've both spent their action for the round.
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 So that means, in Kutulu, that if you get attacked by three skeletons, you can only defend against the first one, the rest get to do damage to you with no opposition. (But damage rolls have about a ⅛ chance of rolling zero damage, depending on the skill level of the monster.) So that means, in Kutulu, that if you get attacked by three skeletons, you can only defend against the first one, the rest get to do damage to you with no opposition. (But damage rolls have about a ⅛ chance of rolling zero damage, depending on the skill level of the monster.)
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 This also means, in Kutulu, that there is no benefit to quickly shouting "I shoot first!" because they will only counter-attack you back and then you can't defend for the rest of the round. Because of that, there's no need to have an "Initiative score" which I've kept from 5e, but moved it to a tiebreaker. This also means, in Kutulu, that there is no benefit to quickly shouting "I shoot first!" because they will only counter-attack you back and then you can't defend for the rest of the round. Because of that, there's no need to have an "Initiative score" which I've kept from 5e, but moved it to a tiebreaker.
  
 +Obviously I like 5e:s action economy, where defense is always free, more. Kutulu's system makes sense for it, because it's about scholars who are looking for clues and sometimes make a mistake and stumble into a monster nest. In 5e, people know what the hell they are doing so they can defend themselves.
  
-Obviously I like 5e:s action economy, where defense is always free, more. Kutulu's system makes sense because it's about scholars who are looking for clues and sometimes make a mistake and stumble into a monster nest. They're not trained warriors.