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rules:initiative [2025/06/22 19:00] – Ron Helwig | rules:initiative [2025/07/02 22:26] (current) – Ron Helwig | ||
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- | # Initiative | + | << rules: |
+ | # ⚔️ | ||
- | Combat is handled in rounds, with each character taking a turn in sequence. | + | Combat is handled in **rounds**, with each character taking a turn in sequence. |
+ | Turn order is determined at the start of combat | ||
- | ## Rolling for Initiative | + | --- |
- | At the start of combat, all participants roll an Initiative | + | ## 🎲 Rolling for Initiative |
- | - **Reflex** – *(the default)* alert and perceptive characters | + | At the beginning of combat, each participant rolls an **Aspect Check** for Initiative using one of the following: |
- | - **Discipline** – tactical or reactive characters | + | |
- | - **Agility** – fast or aggressive characters | + | |
- | By default, characters | + | - **Reflex** 🧠 *(default)* — alert, reactive |
+ | - **Discipline** 📘 — calm, tactical thinkers | ||
+ | - **Agility** 💪 — fast, aggressive characters | ||
- | Each participant rolls a number of **d4s equal to their Aspect value**, totals the result, and the GM ranks participants | + | Most characters use **Reflex**, unless a **Domain Feature** or **GM ruling** allows a different choice. |
- | ## Tie-breaking | + | The GM then ranks results from **highest to lowest total** to determine the order of turns. |
- | If two participants roll the same total, the GM may resolve ties using any of these methods: | + | --- |
- | - Higher raw **Aspect value** wins | + | ## ⚖️ Breaking Ties |
- | - Specific Domain Features may give tie-breaking priority | + | |
- | - Players may **choose collaboratively**, | + | |
- | ## Initiative and Action Load | + | If two or more characters roll the same total, use one of these methods: |
- | Initiative only determines | + | - 🔢 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 | ||
- | A character’s ability to act is still governed by the **[Action Load](./ | + | --- |
- | ## Holding Actions | + | ## 🌀 Initiative vs. Action Load |
- | A player may choose to **delay their turn**. | + | **Initiative only determines |
- | If so, they act later in the current round. After that, their new position becomes their default initiative slot — unless the GM decides otherwise. | + | Your ability to act is still limited by: |
- | ## Variant Rule: Spotlight System | + | - Your **🌀 Action Load** |
+ | - Your current **Aspect values** | ||
- | Instead of rolling, you can use the **Spotlight System**, inspired by narrative RPGs: | + | <WRAP tip> |
+ | **Tip:** Going first can give momentum — but a well-timed turn later in the round may allow better reactions and setups. | ||
+ | </ | ||
- | 1. The GM (or players) pick who goes first. | + | --- |
- | 2. That player chooses the next to act. | + | |
- | 3. This continues until all participants have acted. | + | |
- | This system works best when: | + | ## ⏸️ Holding Actions |
- | - Players are attentive and collaborative | + | You may **delay your turn** and act later in the same round. |
- | - You want a **cinematic, flexible pacing** | + | |
- | - You prefer a less tactical | + | |
- | Some Domains | + | - Your new position becomes your **default initiative slot** for future rounds (unless the GM rules otherwise) |
+ | - Useful for **waiting on allies** | ||
+ | |||
+ | <WRAP tip> | ||
+ | 📝 **Example Use:** You delay until your ally casts a buff spell, then act with full strength on your new turn. | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🎭 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**, | ||
+ | It's ideal for groups who prefer **flexibility** over rigid tactical structure. | ||
+ | </ | ||