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rules:initiative [2025/06/18 23:37] Ron Helwigrules:initiative [2025/07/02 22:26] (current) Ron Helwig
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 << rules:checks ^ rules:start ^ rules:actions >> << rules:checks ^ rules:start ^ rules:actions >>
 +# ⚔️ Initiative
  
-====== Initiative ======+Combat is handled in **rounds**, with each character taking a turn in sequence.   
 +Turn order is determined at the start of combat using an **Initiative Check** — a special kind of [[rules:checks|Aspect Check]].
  
-Combat is handled in rounds, with each character taking a turn in order. The turn order is determined at the beginning of the encounter using an **Initiative Check**.+---
  
-===== Rolling for Initiative ===== +## 🎲 Rolling for Initiative
-At the start of combat, all participants roll an Initiative Check. This is a normal Aspect Check (see [[rules:checks]]), commonly one of the following: +
-  * **Reflex** – for alert, perceptive characters +
-  * **Discipline** – for tactical or reactive characters +
-  * **Agility** – for quick, aggressive characters+
  
-By default everyone uses **Reflex** unless they have chosen a Domain that allows them to use another Aspect.+At the beginning of combat, each participant rolls an **Aspect Check** for Initiative using one of the following:
  
-Each participant rolls d4s equal to their Aspect valuetotals the resultand the GM sorts the results from highest to lowest.+- **Reflex** 🧠 *(default)* — alertreactive characters   
 +- **Discipline** 📘 — calmtactical thinkers   
 +- **Agility** 💪 — fast, aggressive characters  
  
-===== Tie-breaking ===== +Most characters use **Reflex**, unless **Domain Feature*or **GM ruling** allows a different choice.
-Ties can be broken using one of the following methods, at the GM's discretion: +
-  Higher raw Aspect value wins the tie. +
-  Characters with specific Feature may act first in a tie. +
-  Players decide collaboratively or roll again.+
  
-===== Initiative and Action Load ===== +The GM then ranks results from **highest to lowest total** to determine the order of turns.
-Initiative is only used to determine turn order. The //Action Load// system (see [[rules:dice_pool]]) still governs how many actions each character can take on their turn.+
  
-===== Holding Actions ===== +---
-If a player wants to delay their turn, they may choose to act later in the initiative order that round. After doing so, their new position becomes their initiative for the remainder of combat unless the GM rules otherwise.+
  
-===== Variant Rule: Spotlight System ===== +## ⚖️ Breaking Ties
-Instead of rolling for Initiative, you may use a **Spotlight System** inspired by narrative RPGs.+
  
-Under this system, the GM chooses (or allows players to choose) who enters the spotlight firstAfter player completes their turn, they choose the next player or enemy to act. This continues until everyone has acted in the round.+If two or more characters roll the same totaluse one of these methods: 
 + 
 +- 🔢 The character with the **higher raw Aspect value** goes first   
 +- 🧩 Some **Domain Features** provide tie-breaking rules   
 +- 🤝 Players may **choose collaboratively** or   
 +- 🎲 Simply **roll again** to break the tie   
 +- 🧙 The **GM may decide** based on story or tactics 
 + 
 +--- 
 + 
 +## 🌀 Initiative vsAction Load 
 + 
 +**Initiative only determines turn order.** 
 + 
 +Your ability to act is still limited by: 
 + 
 +- Your **🌀 Action Load**   
 +- Your current **Aspect values** 
 + 
 +<WRAP tip> 
 + **Tip:** Going first can give momentum — but well-timed turn later in the round may allow better reactions and setups. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## ⏸️ Holding Actions 
 + 
 +You may **delay your turn** and act later in the same round. 
 + 
 +- Your new position becomes your **default initiative slot** for future rounds (unless the GM rules otherwise) 
 +- Useful for **waiting on allies** or **reacting** to enemy moves 
 + 
 +<WRAP tip> 
 +📝 **Example Use:** You delay until your ally casts a buff spell, then act with full strength on your new turn. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 🎭 Variant Rule: Spotlight System 
 + 
 +For more narrative or collaborative pacing, you may use the **Spotlight System**: 
 + 
 +1. The GM or group chooses who goes first   
 +2. That player chooses who acts next   
 +3. Repeat until all participants have acted 
 + 
 +<WRAP info> 
 +🎬 This system emphasizes **cinematic storytelling**, **teamwork**, and **shared spotlight** time.   
 +It's ideal for groups who prefer **flexibility** over rigid tactical structure. 
 +</WRAP>
  
-This system encourages dynamic pacing and player collaboration. It works best when all players are attentive and comfortable taking turns without strict structure. Some Domains or Features may interact with the Spotlight system if your group chooses to use it.