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Old 09-09-2019, 10:48 PM   #1
Brazen Hussey
 
Join Date: Sep 2019
Default Ties for Initiative

This has to have been answered already, but a quick search failed to reveal.

When there is a tie for initiative, do you just re-roll? Or does anything else break the tie?

I'm learning the system with a bunch of one-on-one combats right now and so breaking the tie with adjDX would be easy. But that doesn't work so well for larger combats.

Anyway, thank you for letting me ask the noobiest of noob questions noob there.
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Old 09-10-2019, 02:20 AM   #2
JimmyPlenty
 
Join Date: Dec 2017
Default Re: Ties for Initiative

Off the top of my head, if you are doing large battles, just use the adjDX and have ties cancel each other out until there are no more ties.

If somehow, on God's green earth, you are still tied, re-roll until the dice crack.
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Old 09-10-2019, 03:41 AM   #3
Brazen Hussey
 
Join Date: Sep 2019
Default Re: Ties for Initiative

Yep, that works. But it's a bit tedious. I'd really like to know if there's an official rule, or just different ways players have solved for it. Thanks much for the response though.
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Old 09-10-2019, 06:43 PM   #4
Skarg
 
Join Date: May 2015
Default Re: Ties for Initiative

No, the official rule is to re-roll ties.

The unofficial trick for making that fast is to roll a bunch of dice. For example, each side rolls three dice at once for initiative, and you use them left-to-right, or in pre-agreed order by color, or using a dice-roller program that lists them in order.

example:

Player A rolls 3, 4, 1
Player B rolls 3, 4, 4

So they tied the first two rolls but B won the third, and since they rolled 3 dice at once, it only takes one roll to determine that. The chance of tying 3 rolls in a row is 1 in 216, so it will hardly ever happen.
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Old 09-10-2019, 10:04 PM   #5
JimmyPlenty
 
Join Date: Dec 2017
Default Re: Ties for Initiative

You could flip a coin on the tie, then give the losing player the next tie automatically and just rotate from there.
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Old 09-11-2019, 01:21 AM   #6
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Ties for Initiative

The new rule in Legacy ITL now has ties in adjDX resolved by giving the win to the side that won initiative. Not sure if I love or hate that, but it will save time and wear on the dice. It does make initiative more important, especially in larger battles, because it could have a ripple effect on several of the subsequent turns to act in the same turn. That's the part I'm not sure I like.
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Old 09-11-2019, 04:09 AM   #7
Brazen Hussey
 
Join Date: Sep 2019
Default Re: Ties for Initiative

Thanks Skarg, for the info and the tip.

Jimmy, both your ideas sound like good alternatives. As a noob, I'm gonna stick with official for now, but those methods might appeal to lots of folks.

Steve, we've been talking about ties in the initiative roll, not ties to adjDX. I'll add my 2 cents though that I prefer the new method of breaking adjDX ties because it's not any more random and saves time.

Cheers!
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Old 09-11-2019, 01:11 PM   #8
Skarg
 
Join Date: May 2015
Default Re: Ties for Initiative

Quote:
Originally Posted by JimmyPlenty View Post
You could flip a coin on the tie, then give the losing player the next tie automatically and just rotate from there.
You could, but this will be a change to the odds in situations where one side has an advantage giving them a modifier to their initiative roll (e.g. Tactics or Strategist talents).

In situations where there are only two sides and neither side has an advantage and so the odds are 50/50, you could just roll one die to start with. 1-3 player A wins, 4-6 player B wins.


Quote:
Originally Posted by Steve Plambeck View Post
The new rule in Legacy ITL now has ties in adjDX resolved by giving the win to the side that won initiative. Not sure if I love or hate that, but it will save time and wear on the dice. It does make initiative more important, especially in larger battles, because it could have a ripple effect on several of the subsequent turns to act in the same turn. That's the part I'm not sure I like.
I'm sure I hate it, because it reduces uncertainty, I like rolling off when adjDX is equal, and most importantly, it produces a combat effect that can be fairly large, or nothing, depending on something unrelated (i.e. how many figures have identical adjDX).
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Old 09-11-2019, 07:10 PM   #9
Senturian
 
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Join Date: Oct 2018
Location: Mount Bethel, Pennsylvania
Default Re: Ties for Initiative

This idea is sure to make players think.
If the initiative winner decides the other side moves first, it also means the other side goes first for all ADx ties that turn.
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Old 09-12-2019, 03:01 AM   #10
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Ties for Initiative

Quote:
Originally Posted by Brazen Hussey View Post
Steve, we've been talking about ties in the initiative roll, not ties to adjDX. I'll add my 2 cents though that I prefer the new method of breaking adjDX ties because it's not any more random and saves time.

Cheers!
I know Brazen, but it still seemed relevant in an indirect way: How the results of initiative rolls are applied has, suddenly because of the new adjDX rule, become much more critical than ever before.

All good!
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