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Old 05-30-2011, 05:05 AM   #234
Ultraviolet
 
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Join Date: Apr 2008
Location: Århus, Denmark
Default Re: Altering the Initiative Order

Quote:
Originally Posted by Stripe View Post
Now, if the knight goes first and he steps on a five-hex-wide pit trap that opens beneath him, and he's at the far edge, realistically, all of the adventurers should fall into it -- they're all running together! But, not when using Move maneuvers to game it out. The knight went first and moved five hexes forward, triggered the trap, and fell into the pit. Because it wasn't his "turn," the wizard doesn't run off the edge and there are four empty hexes between the knight and him. In reality, they all would have been in adjacent hexes and thus all would have fallen when the floor dropped out from under them.
Treat the trap as an NPC enemy, give him a place in the initiative and let it use a Wait manoeuvre!
Once they're all on the trap, spring it!

Of course, this only works if they all *end* their move on the trap...

But why use second-by-second turn combat if you're not fighting?

Or if this happens during a fight, just somehow stop the first PC to step on the trap and require everyone else to at least indicate what they're doing. If they all run along with him, the trap catches them all.
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