Talk About Network

Google


Register and Login
Nick
Password
Register create new account Sign up is FREE and you can post replies, new topics, bookmark posts and more!
Recover lost password


Gaming > Debate > Re: Good initia...
Latest [ Topics | Posts ] Archive Post A New Topic Post a Reply
<< Topic < Post Post 56 of 56 Topic 360 of 369
Post > Topic >>

Re: Good initiative mechanics?

by tussock <scrub@[EMAIL PROTECTED] > May 3, 2008 at 04:10 AM

psychohist wrote:

> My own favorite initiative mechanics are of course those in my own home
> brew Eastern Isles system.  This system is designed primarily for melee.
> In each round, each character has a certain number of active blows, and
> may also have some reactive blows, with small variations in the numbers
> based on attributes and experience level.  At any given point, the
> character with the most active blows has the option to act; of
> characters tied for the most active blows, the character with the most
> reactive blows may act; in case of a tie there as well, the character
> with the most endurance remaining acts.  Typically an action is an
> attack that uses an active blow; when attacked, a character may use a
> reactive blow - or an active blow if no reactive blows are available -
> to parry.  Typically, an unparried attack is likely to hit and a parried
> attack has a much smaller chance of hitting, though the specific chances
> depend on skill level.

    You run out of defences pretty quick against multiple opponents in 
such systems, though I suppose that's the intent. I presume you'd scale 
HP and number of blows the same.
    Interesting, but it reads like it'd bog down in a free moving 5 vs 10 
fight, with the constant checks for init.

    Any option for converting defence into attack, to encourage attacks 
to be spread around a little? 2:1?

> Between evenly matched characters, this typically results in the
> characters taking turns attacking, as attacking reduces the active blows
> that are primarily used to determine initiative.  However, if a
> defending character runs out of reactive blows and continues to parry,
> he'll stay below the attacker in available blows.  This permits an
> attacker with a sufficient superiority in blows to keep the opponent on
> the defensive.  The defender can tem****arily regain initiative by
> refraining from parrying a blow.

    Or, presumably, if there's a flat miss. Hmm, you'll not often attack 
someone who's got twice the att/def numbers, but if there's three of you 
with those same numbers it's pretty dangerous for him to attack you at 
all. Depending on the odds. Heh, not enough information.

> Most of the people who have played this system like it because it
> provides a lot of choices - whether or not to parry, when to attack,
> when to pass the initiative - which affect the flow of the fight.

    Passing would seem a cheat. Get your weaker buddy to use up the 
enemy's defence, wait 'till he uses up his attacks, then smash his 
defenceless self. If characters can easily survive the whole round, that 
seems the optimal pattern.
    Unless, perhaps, defences don't really matter.

    Plus, it's more to my liking waiting just burns up your actions.

> Initiative is dynamic, but as a result of decisions the players have
> control over, rather than as a result of a random die roll.
> 
> There is a certain amount of focusing of attacks, but since people have
> to move to melee a different target, this does not trivialize the
> strategy.

    You must have some threat in the game that forces people to close 
with their opponents, as a ****eld-wall of PCs should really just wait and 
attack on mass anyone who approached. Their own spellcaster could hang 
out behind and do his own thing.

    OK, that's kinda true in most systems, and still players don't do it. 
Usually because they're the agressors and are quite keen on getting at 
and killing the bad guys before they up and leave.


> For firearms combat, [...].

    UFO: enemy unknown. Teamwise moves (interspersed as seen fit) with 
action points per unit (effectivly 12 APs, with shots using 3, 4, 6, or 8 
APs). Unused APs can be used to fire as the enemy team moves, depending 
on who has the higher remaining APs+reactions.
    APs reset at the start of each turn, fatigue eventually dragging down 
the maximum you can spend on movement per turn.

    Interestingly, if you're in a good defensive position, it's usually 
not worth moving out to attack, but getting into that position without 
getting wiped out across open ground can be quite tricky. Picking a good 
door man with very high reactions is key to weeding out the last couple 
of enemy, as guys with good accuracy hang back on guard.

    Probably far too complex for a tabletop game, and perhaps not much 
fun for the snipers, but a great system on the PC.

-- 
    tussock

I'm like a box of chocolates; you never know what you're gunna get.
 




 56 Posts in Topic:
Good initiative mechanics?
Simon Smith <simon_smi  2008-03-16 20:12:46 
Re: Good initiative mechanics?
Peter Knutsen <peter@[  2008-03-16 22:45:28 
Re: Good initiative mechanics?
Simon Smith <simon_smi  2008-03-16 23:26:14 
Re: Good initiative mechanics?
Simon Smith <simon_smi  2008-03-17 22:11:18 
Re: Good initiative mechanics?
Simon Smith <simon_smi  2008-03-27 21:05:49 
Re: Good initiative mechanics?
Simon Smith <simon_smi  2008-03-29 12:27:35 
Re: Good initiative mechanics?
Simon Smith <simon_smi  2008-03-29 13:01:07 
Re: Good initiative mechanics?
Ed Chauvin IV <edcfour  2008-03-29 19:43:07 
Re: Good initiative mechanics?
Tim Little <tim@[EMAIL  2008-03-30 00:59:08 
Re: Good initiative mechanics?
Simon Smith <simon_smi  2008-04-02 22:44:54 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-04-25 03:53:26 
Re: Good initiative mechanics?
"Rick Pikul" &l  2008-04-25 16:20:49 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-03-17 07:17:16 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-03-18 08:01:20 
Replies, quoting, and context (was: Good initiative mechanics?)
Ben Finney <bignose+ha  2008-03-19 11:00:27 
Re: Replies, quoting, and context (was: Good initiative mechanic
gleichman <fox1_217@[E  2008-03-20 08:40:21 
Re: Replies, quoting, and context (was: Good initiative mechanic
Ed Chauvin IV <edcfour  2008-03-20 14:06:39 
Re: Replies, quoting, and context (was: Good initiative mechanic
gleichman <fox1_217@[E  2008-03-20 08:55:35 
Re: Replies, quoting, and context
Peter Knutsen <peter@[  2008-03-20 17:45:23 
Re: Replies, quoting, and context
gleichman <fox1_217@[E  2008-03-20 11:39:32 
Re: Replies, quoting, and context (was: Good initiative mechanic
gleichman <fox1_217@[E  2008-03-18 17:08:03 
Re: Replies, quoting, and context (was: Good initiative mechanic
Ed Chauvin IV <edcfour  2008-03-19 08:57:31 
Re: Replies, quoting, and context (was: Good initiative mechanic
gleichman <fox1_217@[E  2008-03-19 07:31:12 
Re: Replies, quoting, and context (was: Good initiative mechanic
Ed Chauvin IV <edcfour  2008-03-19 20:48:21 
Re: Replies, quoting, and context (was: Good initiative mechanic
gleichman <fox1_217@[E  2008-03-19 21:34:42 
Re: Replies, quoting, and context (was: Good initiative mechanic
Ed Chauvin IV <edcfour  2008-03-20 10:02:03 
Re: Good initiative mechanics?
DougL <lampert.doug@[E  2008-03-26 14:10:12 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-04-25 11:15:31 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-03-27 14:04:14 
Re: Good initiative mechanics?
DougL <lampert.doug@[E  2008-03-27 14:33:37 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-03-27 17:37:43 
Re: Good initiative mechanics?
DougL <lampert.doug@[E  2008-03-28 08:23:49 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-03-28 09:22:30 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-03-29 08:00:50 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-03-29 08:04:57 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-03-30 07:09:21 
Re: Good initiative mechanics?
DougL <lampert.doug@[E  2008-03-31 09:32:02 
Re: Good initiative mechanics?
DougL <lampert.doug@[E  2008-03-31 10:51:13 
Re: Good initiative mechanics?
psychohist <psychohist  2008-04-01 15:31:29 
Re: Good initiative mechanics?
DougL <lampert.doug@[E  2008-04-01 15:44:44 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-04-01 18:10:29 
Re: Good initiative mechanics?
psychohist <psychohist  2008-04-01 23:15:12 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-04-02 04:36:01 
Re: Good initiative mechanics?
Magister <magister@[EM  2008-04-22 17:44:23 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-04-24 05:03:24 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-04-24 09:17:00 
Re: Good initiative mechanics?
DougL <lampert.doug@[E  2008-04-24 14:45:02 
Re: Good initiative mechanics?
Magister <magister@[EM  2008-03-29 14:28:33 
Re: Good initiative mechanics?
psychohist <psychohist  2008-04-03 12:48:21 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-04-03 17:14:07 
Re: Good initiative mechanics?
psychohist <psychohist  2008-04-04 09:57:57 
Re: Good initiative mechanics?
gleichman <fox1_217@[E  2008-04-04 16:29:38 
Re: Good initiative mechanics?
"Rick Pikul" &l  2008-04-24 15:39:50 
Re: Good initiative mechanics?
"Rick Pikul" &l  2008-04-25 06:46:00 
Re: Good initiative mechanics?
"Rick Pikul" &l  2008-04-26 03:14:46 
Re: Good initiative mechanics?
tussock <scrub@[EMAIL   2008-05-03 04:10:33 

Post A Reply:
  Go here to Signup

AddThis Feed Button


About - Advertising - Contact - Frequently Asked Questions - Privacy Policy - Terms of Use - Signup

Contact
tan12V112 Sun Jul 6 10:57:20 CDT 2008.