From: | shadowrn@*********.com (shadowrn@*********.com) |
---|---|
Subject: | Initiative Idea |
Date: | Mon Apr 23 16:30:03 2001 |
doesn't require a chart and has infinite entries. :)
1. Roll Initiative as normal.
2. Divide the initiative roll by 10 and round up. This is the number of
times the character goes in a turn.
3. For each initiative roll, add half the difference between the roll
(round up) and the highest roll.
4. Go in order of initiative as normal, stopping when you run out of
actions as defined in step 2.
Example:
3 gimps in combat
A has 16+3d6 init; B has 10+2d6 init; and C has 7 +1d6.
1.
a. 16+3+5+6 = 30
b. 10+5+6 = 21
b. 7+6 = 13
2.
a. 30/10 = 3, rounded up to 3.
b. 21/10 = 2.1, rounded up to 3.
c. 13/10 =1.3, rounded up to 2.
3. 30 is the highest.
a. 30+(30-30)/2 = 30+0 = 30, rounded up to 30
b. 21+(30-21)/2 = 21+4.5 = 25.5, rounded up to 26.
c. 13+(30-13)/2 = 13+8.5 = 21.5, rounded up to 22.
4. A goes on 30, B goes on 26, C goes 22, A goes on 20, B goes on 16, C
goes on 12, A goes on 10, B goes on 6.
Note: C can't go again on 2 because he only had 2 actions defined in step
2.
Note2: I rounded up in step 3 to make it more likely to have a tie for
highest initiative. If you want to make your games slightly less deadly,
round down instead.
I think this will be faster in game play than it looks in the
explanation. :)
What do you think? Good idea or too much trouble?
--
D. Ghost
Profanity is the one language all programmers know best
- Troutman's 6th programming postulate.
________________________________________________________________
GET INTERNET ACCESS FROM JUNO!
Juno offers FREE or PREMIUM Internet access for less!
Join Juno today! For your FREE software, visit:
http://dl.www.juno.com/get/tagj.