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rules:initiative [2025/07/02 18:42] – Ron Helwig | rules:initiative [2025/07/02 22:26] (current) – Ron Helwig | ||
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# ⚔️ Initiative | # ⚔️ Initiative | ||
- | 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 | ||
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## 🎲 Rolling for Initiative | ## 🎲 Rolling for Initiative | ||
- | At the beginning of combat, | + | At the beginning of combat, |
- | - **Reflex** 🧠 *(the standard)* — alert, reactive characters | + | - **Reflex** 🧠 *(default)* — alert, reactive characters |
- | - **Discipline** 📘 — calm and tactical thinkers | + | - **Discipline** 📘 — calm, tactical thinkers |
- | - **Agility** 💪 — quick, | + | - **Agility** 💪 — fast, aggressive |
- | Most characters | + | Most characters |
- | Each participant makes a normal **Aspect Check**, and the GM ranks results from **highest to lowest**. | + | The GM then ranks results from **highest to lowest |
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## ⚖️ Breaking Ties | ## ⚖️ Breaking Ties | ||
- | If two or more participants | + | If two or more characters |
- | - 🔢 Higher raw **Aspect value** goes first | + | - 🔢 The character with the **higher raw Aspect value** goes first |
- | - 🧩 Some **Domain Features** | + | - 🧩 Some **Domain Features** |
- | - 🎲 Players may **roll again** or **choose collaboratively** | + | - 🤝 Players may **choose collaboratively** or |
- | - 🧙♂️ | + | - 🎲 Simply |
+ | - 🧙 The **GM may decide** based on story or tactics | ||
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## 🌀 Initiative vs. Action Load | ## 🌀 Initiative vs. Action Load | ||
- | Initiative determines | + | **Initiative |
- | It does **not affect** how many actions you can take. | + | |
- | Your actions are still limited by your **[[rules: | + | Your ability to act is still limited by: |
+ | |||
+ | - Your **🌀 Action Load** | ||
+ | - Your current | ||
+ | |||
+ | <WRAP tip> | ||
+ | | ||
+ | </ | ||
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## ⏸️ Holding Actions | ## ⏸️ Holding Actions | ||
- | You may choose to **delay your turn**: | + | You may **delay your turn** |
- | - If you delay, act later during the same round | + | - Your new position becomes your **default |
- | - Your new position becomes your **default slot** for future rounds (unless | + | - Useful for **waiting on allies** or **reacting** to enemy moves |
- | This can be useful for **waiting on allies** or reacting to enemy behavior. | + | <WRAP tip> |
+ | 📝 **Example Use:** You delay until your ally casts a buff spell, then act with full strength on your new turn. | ||
+ | </ | ||
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## 🎭 Variant Rule: Spotlight System | ## 🎭 Variant Rule: Spotlight System | ||
- | For cinematic | + | For more narrative |
- | + | ||
- | 1. The GM or players choose **who acts first** | + | |
- | 2. That player then chooses **who acts next** | + | |
- | 3. Repeat until everyone has acted | + | |
- | + | ||
- | This method: | + | |
- | - Encourages **teamwork** and **spotlight sharing** | + | 1. The GM or group chooses who goes first |
- | - Allows **dramatic sequencing** of actions | + | 2. That player chooses who acts next |
- | - Works best with engaged, narrative-focused players | + | 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. | ||
+ | </ | ||