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Post by coffee on Jul 11, 2008 14:12:51 GMT -6
A deck of cards has an assigned order of importance of the suits. For example in bridge the suits rank downward in the order Spades, Hearts, Diamonds, Clubs (I'm not sure if this same ranking also applies to poker). Frank I was reading a book on poker a year or so ago and it said that there was no ranking among the suits. However, I would maintain that it's so ingrained in our culture (hence the expression "in spades!" as an intensifier) that it should apply anyway. At least for initiative purposes. And yeah, that would take out ties. But it wouldn't be modifiable for people with initiative bonuses, would it? How would a high Dex modify this system (for those who use such things)?
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Post by dwayanu on Jul 11, 2008 14:19:29 GMT -6
Deal a second card?
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Post by ffilz on Jul 11, 2008 16:12:54 GMT -6
If you wanted to modify a card system for dex bonus or something, to avoid ties, I would rank in descending order of adds (so 7+2 beats 8+1, beats 9+0, beats 10-1) to preserve the no ties feature. You could also decide if adds or suit is looked at first depending on how important you want adds to be.
The poker reference I saw mentioned using the highest card not in the hand to differentiate otherwise equal hands. This makes a true tie extremely unlikely since you would have to have 5 cards with the same value but different suits.
Frank
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Post by Random on Jul 17, 2008 20:10:32 GMT -6
Opinions on this initiative system, please. I kinda liked the AD&D closing/charging deal, so I included it. This assumes short (10 second) rounds. Uncovered actions would be ruled on the spot.
1. Melee (currently engaged) 2. Melee (charging)/Missile Fire 3. Movement/Engagement 4. Spellcasting
One charge is allowed per combat.
Cannot attack in melee unless engaged from the start of the round, unless a charge is made.
Spellcasters may not move and cast spells in the same round.
If engaged, you cannot disengage if opponent cares (and has the ability) to follow, unless your opponent is engaged with another combatant, or if you are charging out of the melee.
When tied (and opposed) in step 2, use a die roll (player's "to hit" roll) to determine who goes first. (even = pc first, odd = monster first)
Any other ties are simultaneous.
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Post by Random on Jul 17, 2008 20:20:34 GMT -6
Actually, I would love to swap movement and spellcasting, but then I'd need a reason to keep spellcasters from moving (or should I let them move?).
How about swapping those and just saying that if you cast a spell or fire a missle, then you can't avoid being engaged by a closing opponent who's in (his) movement range of you.
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Post by Random on Jul 22, 2008 13:25:58 GMT -6
Actually, now that I think about it, I'll leave all that effort for when I'm running newer systems.
My OD&D initiative (unless I run into problems) consists of:
Does it matter what order things happen in? If so, apply common sense. If it's random and I don't want ties, just give it 50/50.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 25, 2008 13:09:31 GMT -6
I have never used simultaneous initiative in all the years I have gamed. I might just try it out for something different. Some great ideas in this thread.
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Post by kenmeister on Jul 25, 2008 22:01:25 GMT -6
I just read through this thread, and it left me scratching my head a bit. I don't own any OD&D books, but I do own Judges Guild Ready Ref Sheets. On page J-5, it has a wonderful initiative system under the heading "WEAPON PRIORITY". I always figured it came from OD&D, but I guess not. So where does it come from? Is it a pure Judges Guild invention?
(page J-5 is also nice because of the Phantasmal Force disbelief system)
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scogle
Level 3 Conjurer
Posts: 69
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Post by scogle on Jul 25, 2008 22:06:52 GMT -6
Here's the system as I understand it.
Both sides roll a d6. The turn-order for each side is based on this roll. If you have a dex over 11(I think?) you get a +1, putting you one ahead in the turn-order.
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Post by dwayanu on Jul 25, 2008 23:24:34 GMT -6
The Ready Ref Sheets have JG's own Weapon Priority system (similar to that in Eldritch Wizardry) as well as the length numbers from Chainmail.
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