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11-03-2012, 05:21 AM | #1 |
Join Date: Aug 2009
Location: OK
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Rolling for turn sequence?
What would you guys think of having an attribute that you roll against for your place in the turn sequence? I've never liked how someone with a higher speed can be certain they'll be going first without anyone else having a chance to move ahead of them.
This way, someone else could at least have a chance of going first. After all, people do get distracted or sometimes they're just a bit more sluggish than other times. And my players like rolling for initiative in other game systems, so that's something they'd like being able to do in GURPS. All I'm thinking you'd do is roll against this attribute and list out your margin of success or failure, then figure the turn sequence based on that. Highest margin first, then on down the line to the largest margin of failure.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
11-03-2012, 05:50 AM | #2 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Rolling for turn sequence?
I have a house rule of a Reaction statistic, which is equal to 2 x Basic Speed, and can be modified independently at a value of 5 points per +/-1.
I use it to determine initiative, and I also use it in "showdown contests" to determine who shoots first whenever there's a doubt, such as when two Wait maneuvers are triggered simultaneously and it's important to know who goes first. It seems to work fine, and my players don't mind rolling. For me as GM, it goes well since I have a nice macro in my MapTools that rolls initiative for all the NPC at once and places them in the initiative sequence accordingly with a simple press of a button. Really handy when you have dozens of opponents. If you don't have such a macro, keep in mind it can add extra time to start a combat. For that, I'd recommend only rolling for key NPC (like leaders), and then just averaging the result for all the minions and cannon fodder, otherwise it adds a lot of rolls that slows down the start of combat. Let everything rest on the player's results to determine if they go before or after the horde of opponents. As a side note, I also house rule that if someone takes a Wait maneuver and then reacts, it changes his place in the initiative order to when he takes his action. If it cuts someone else off, he winds up being placed just before that person in the order. |
11-03-2012, 06:21 AM | #3 | ||
Join Date: Aug 2007
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Re: Rolling for turn sequence?
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11-03-2012, 06:29 AM | #4 | ||
Join Date: Aug 2009
Location: OK
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Re: Rolling for turn sequence?
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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11-03-2012, 06:42 AM | #5 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Rolling for turn sequence?
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Frankly, if you wanted a totally realistic turn sequence you might have a variable turn length based on chosen maneuver, type of weapon being used, etc. But outside of a CRPG keeping track of such a system would be insane. The problem with using any type of random turn sequence is that it completely messes with the GURPS combat system. If the randomness is too small (say, 1d6) then the results won't matter very much anyway; if the randomness is great (say, 3d6 or maybe even 2d6) it allows combatants to make decisions based on how well they rolled on a given turn - "lets see, I rolled really crappy this turn, meaning I'm going last, so I'll All Out Attack and if I roll decently next turn I can take a defensive maneuver on my next turn and my opponent won't get a chance to respond to my lack of defenses." In GURPS taking two turns in a row without a response from your opponent is a *HUGE* tactical advantage. It also adds another die roll, and a huge extra step to combat which slows it down even more (and, for good and ill, GURPS combat already takes a long time).
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 11-03-2012 at 06:45 AM. |
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11-03-2012, 06:47 AM | #6 | |
Join Date: Aug 2009
Location: OK
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Re: Rolling for turn sequence?
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What I mean is that someone might go at a different place in the sequence depending on trivial factors that aren't worth messing with individually. I'd rather have them roll something and then come up with a post hoc explanation. "You have a Turn Sequence Attribute of 13, so you're normally one of the first to act, but this time, since you rolled a 15, you must have been distracted just a little bit, allowing the wizard to get his spell off before you could stick your knife between his ribs." Something like that.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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11-03-2012, 06:56 AM | #7 |
Join Date: Apr 2005
Location: Schleswig, Germany
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Re: Rolling for turn sequence?
In my last 3e games, I used 1d6+move (or 2d6+move with Combat Reflexes) for determining the turn sequence. It worked pretty well.
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11-03-2012, 10:05 AM | #8 |
Join Date: Jun 2006
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Re: Rolling for turn sequence?
The thing is, determining this by random roll makes no more sense. The person who acts first is the one who first decides to start the fight (everybody "before" him in the turn sequence apparently selected "Do Nothing" on their last turn). Other people who were expecting the fight to start about then would then get a turn (possibly in random order, but in order of speed, i.e. how fast they are at realizing now is the right moment, is just as reasonable). Then everybody might. The mechanics that try to capture this are Surprise and Partial Suprise, not the turn sequence.
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11-03-2012, 07:06 AM | #9 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Rolling for turn sequence?
We tried that in Sweden. It didn't work.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
11-03-2012, 07:24 AM | #10 |
Join Date: Oct 2005
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Re: Rolling for turn sequence?
In the original Dragonquest system from SPI (I still have my copy) Action Points are used and each action uses a certain number of points such as 1 point to move 5 feet, etc. Each turn starts with the character with the highest number of Action Points and then it works down from there. AS you use AP your next action moves to that AP point. This allows for some variance in the turn order based upon the actions taken by each character and allows a more realistic interuption action.
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