11-03-2012, 09:36 AM | #11 |
Join Date: Feb 2012
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Re: Rolling for turn sequence?
I would use a quick contest of BS*4.
So every 0.25 of BS is a significant edge; faster character often (or near always) go first, yet they cannot be 100% certain of it. |
11-03-2012, 09:55 AM | #12 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: Rolling for turn sequence?
Are you aware of "Who draws first" rules in MA and TS and "Cascading Wait" option in MA? It seems you don't even try to implement Surprise rules from Basic.
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MH Setting. Welcome to help. |
11-03-2012, 10:05 AM | #13 |
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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-- MA Lloyd |
11-03-2012, 12:54 PM | #14 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Rolling for turn sequence?
90% of the fights people know ahead of time the fight will start, and one start because he used his action to act first.
If two swordsmen will fight, the first to attack isn't the one with the biggest basic speed, but the first one who approaches and tries an attack, while the other, knowing that an attack may come will be at All out defense. So, it's not a matter of who attacks first, but of who is willing to attack first knowing that the enemy will have +2 to defend but they won't. With firearm combat it's the same thing, except that cover will be used, and then, it's the matter of who will try to flank or expose himself trying to score a hit while risking taking a hit. |
11-03-2012, 01:26 PM | #15 |
Join Date: Aug 2009
Location: OK
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Re: Rolling for turn sequence?
When do you use Basic Speed to determine the 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. |
11-03-2012, 03:33 PM | #16 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: Rolling for turn sequence?
For full surprise:
1. During surprise freeze to determine sequence of surprising side. 2. When surprise freeze ends to determine sequence of both surprising and now "unfreezed" surprised side. For no-surprise: 1. When fight begins with both sides aware. E.g., mass arena combat. 2. When new participants arrive to the ongoing fight. Any other cases.
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MH Setting. Welcome to help. |
11-03-2012, 04:38 PM | #17 |
Join Date: Jun 2006
Location: On the road again...
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Re: Rolling for turn sequence?
to the OP: I once used a house rule of 1d + Basic Speed. This lets those who put points into a higher Basic Speed have a better chance of going first without it being an absolute.
After all, a 6 on a 1d + a Basic Speed 5.5 gives an 11.5, while a 1 on a 1d + a Basic Speed 8 just gives a 9, even though if the Basic Speed 8 person rolled a 4 or better (50% chance!) s/he'd go first.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
11-03-2012, 05:07 PM | #18 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Rolling for turn sequence?
Quote:
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11-03-2012, 05:19 PM | #19 |
Join Date: Jan 2009
Location: Fryers Forest Australia
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Re: Rolling for turn sequence?
My gaming group uses Kromms house rule for starting order:
"Alternatively, note that Basic Speed has a metric half that of attributes. If you're in love with random rolls and want to keep the same costs, probably the fairest approach would be to have each fighter roll 3d vs. (2 × Basic Speed) and use his margin to determine his place in the sequence. Then you can use any modifiers you feel should apply from advantages and disadvantages without having to wonder whether they scale properly to a 1d roll. This also gives you a target number to use in "Who goes first?" situations, if you don't think pure DX fits. For instance, you might make the target (2 × Basic Speed), +1 for Combat Reflexes. So a Basic Speed 5 mook rolls against 10, while a warrior with Basic Speed 6 and Combat Reflexes uses 13."
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A fine blend of hillbilly and permaculturist. |
11-04-2012, 01:45 AM | #20 | |
Join Date: Aug 2009
Location: OK
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Re: Rolling for turn sequence?
Quote:
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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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