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Initiative Mechanics (episode 81)
MP3•Bölüm sayfası
Manage episode 296354795 series 1781259
İçerik The Dwarves tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan The Dwarves veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.
Why is it important? (01:00) Who tracks the initiative? (03:50) Tracking init was considered one of the holy duties of the GM. But does it have to be? See our episode on Sharing GM Responsibilities. Different initiative mechanics D&D (2E-5E) & Pathfinder (06:20): You roll a d20 for Initiative. (skip to 07:00 to hear us digress to D&D 1E). Pathfinder 2nd (08:14): The skill used for Initiative is determined by the circumstances. Shadowrun (09:08): Initiative score, a number of d6 determined by the type of thing you’re doing, the space in which you act. Then initiative passes, reducing 10 after each pass. Exalted (10:53): Ticks ticking by. Phoenix Dawn Command (13:40): The players move the Torch around, every player gets one action in a cycle. Challenges act between turns, on their speed. Star Wars and Genesis (15:30): Two init skills, cool or vigilance. Results become slots, into which each PC or NPC can be inserted once per round. Conan D20 (17:20): You all act before NPCs unless an NPC has an ability or GM spends Doom. One Roll Engine (ORE) (19:15): Declaring at the same time, or by order of Sense stat from low to high. Widest first, Height is the tiebreaker. Getting hit means you’re losing a die from a set. Savage Worlds (21:45): Everyone draws cards, some special abilities allow you to re-draw better. Mouse Guard (22:45): Acting in three rounds, choose from 4 options in secret. Apocalypse World (24:54): No such thing as structured gameplay, only different paces. Mistborn Adventure Game (26:52): During Conflicts, you declare actions by order of Wits, high to low, then act in the opposite order, low to high. Changing your declared action invokes a penalty on your roll, which can be quite harsh. (Eran did a whole review on the system, check it out. - Fate Core (28:40): based on skills, usually Notice in combat and Empathy in mental. Fate Accelerated (29:16): roll approach based on physical or mental combat. Dramatic Initiative (30:04): The person whose turn just ended decide who goes next. Unfortunately, I couldn’t track the person who first wrote about this. If you know who this is - tell me. Additional thoughts on Initiative Eran’s new system (31:28) - some thoughts about the new system that Eran is working on. Duels (33:00) - how to resolve duels (“high noon” style) - example: Undeadwood card duel Castle Falkenstein (35:10) has an interesting system as well. You might want to listen to our episode on Opposed PC Rolls. Summary (36:10) Taking the load off (37:10) Eran - Finishing up Hell’s Rebels, how happy they are that the fight was easier than first perceived Uri - played a session 0 for my new Masks campaign. Also, Escaping Thalamus’s Lab is available on DriveThruRpg.
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continue reading
292 bölüm
MP3•Bölüm sayfası
Manage episode 296354795 series 1781259
İçerik The Dwarves tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan The Dwarves veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.
Why is it important? (01:00) Who tracks the initiative? (03:50) Tracking init was considered one of the holy duties of the GM. But does it have to be? See our episode on Sharing GM Responsibilities. Different initiative mechanics D&D (2E-5E) & Pathfinder (06:20): You roll a d20 for Initiative. (skip to 07:00 to hear us digress to D&D 1E). Pathfinder 2nd (08:14): The skill used for Initiative is determined by the circumstances. Shadowrun (09:08): Initiative score, a number of d6 determined by the type of thing you’re doing, the space in which you act. Then initiative passes, reducing 10 after each pass. Exalted (10:53): Ticks ticking by. Phoenix Dawn Command (13:40): The players move the Torch around, every player gets one action in a cycle. Challenges act between turns, on their speed. Star Wars and Genesis (15:30): Two init skills, cool or vigilance. Results become slots, into which each PC or NPC can be inserted once per round. Conan D20 (17:20): You all act before NPCs unless an NPC has an ability or GM spends Doom. One Roll Engine (ORE) (19:15): Declaring at the same time, or by order of Sense stat from low to high. Widest first, Height is the tiebreaker. Getting hit means you’re losing a die from a set. Savage Worlds (21:45): Everyone draws cards, some special abilities allow you to re-draw better. Mouse Guard (22:45): Acting in three rounds, choose from 4 options in secret. Apocalypse World (24:54): No such thing as structured gameplay, only different paces. Mistborn Adventure Game (26:52): During Conflicts, you declare actions by order of Wits, high to low, then act in the opposite order, low to high. Changing your declared action invokes a penalty on your roll, which can be quite harsh. (Eran did a whole review on the system, check it out. - Fate Core (28:40): based on skills, usually Notice in combat and Empathy in mental. Fate Accelerated (29:16): roll approach based on physical or mental combat. Dramatic Initiative (30:04): The person whose turn just ended decide who goes next. Unfortunately, I couldn’t track the person who first wrote about this. If you know who this is - tell me. Additional thoughts on Initiative Eran’s new system (31:28) - some thoughts about the new system that Eran is working on. Duels (33:00) - how to resolve duels (“high noon” style) - example: Undeadwood card duel Castle Falkenstein (35:10) has an interesting system as well. You might want to listen to our episode on Opposed PC Rolls. Summary (36:10) Taking the load off (37:10) Eran - Finishing up Hell’s Rebels, how happy they are that the fight was easier than first perceived Uri - played a session 0 for my new Masks campaign. Also, Escaping Thalamus’s Lab is available on DriveThruRpg.
…
continue reading
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