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rules:initiative [2025/06/22 19:01] 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. The turn order is determined at the start of the encounter using an **Initiative Check** — a type of Aspect Check.+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]].
  
-## Rolling for Initiative+---
  
-At the start of combat, all participants roll an Initiative Check. This is a normal [Aspect Check](./checks), typically using one of the following Aspects:+## 🎲 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 use **Reflex** unless a Domain feature allows a different Aspect.+- **Reflex** 🧠 *(default)* — alertreactive characters   
 +**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 **from highest to lowest**.+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**, or simply roll again+
  
-## Initiative and Action Load+If two or more characters roll the same total, use one of these methods:
  
-Initiative only determines **turn order**.+- 🔢 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](./dice_pool)** and remaining Aspect values. Initiative has no effect on how many actions you can take per turn.+---
  
-## Holding Actions+## 🌀 Initiative vs. Action Load
  
-A player may choose to **delay their turn**.+**Initiative only determines turn order.**
  
-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. 
 +</WRAP>
  
-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 and more story-focused combat+
  
-Some Domains or Features may interact with this rule if used.+- 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>