Quote:
Originally Posted by Ulzgoroth
Or just avoid being in direct contact with the enemy on the first turn of combat. Initiative is a round-robin, the 'slowest' character has the initiative on their turn just as much as the fastest one on theirs. The only place where high speed values for turn order really matter is when at least one side is out of position at the start of combat and you want to either exploit that before they can fix it, or fix it before it can be exploited.
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This is true of Sequence, but what GURPS calls "Initiative" is a huge benefit to the side that has it. The other side is Stunned until they recover, and it certainly doesn't "round robin" to stun the ambushers.