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-   -   In Melee, how do you deal with ties in initiative? (https://forums.sjgames.com/showthread.php?t=192036)

TKurtBond 06-29-2023 06:34 PM

In Melee, how do you deal with ties in initiative?
 
I was playing Melee online. It was the first time playing Melee for all of us. There were three of us. We kept having two people tying. What's the best way to handle this?

hcobb 06-29-2023 07:18 PM

Re: In Melee, how do you deal with ties in initiative?
 
Roll, roll, again.


Your dice are telling you to get a party leader with the Tactics talent when you get ITL.

tomc 06-30-2023 06:08 AM

Re: In Melee, how do you deal with ties in initiative?
 
Roll a 12 sided die and add 2 for ITL's tactics talent.

hcobb 06-30-2023 07:56 AM

Re: In Melee, how do you deal with ties in initiative?
 
Quote:

Originally Posted by tomc (Post 2494241)
Roll a 12 sided die and add 2 for ITL's tactics talent.

So you think Tactics is overpowered and needs to be nerfed?

DeadParrot 06-30-2023 08:20 AM

Re: In Melee, how do you deal with ties in initiative?
 
Change to using d100 for your initiative roll. Fairly low chance of a tie. If one or more have tactics, they get a +17 on their d100 roll. If your online system supports it, code it up in a macro.

All initiative does is establish order figures do things for the turn. Nothing special about a d6 for that.

Bill_in_IN 06-30-2023 09:06 AM

Re: In Melee, how do you deal with ties in initiative?
 
When there is a initiative roll tie, keep rolling until their is a winner.

For straight percentage rolls, I always liked rolling 2D10 with two different color dice. One color for 10s and the other for the 1s. It allows a 1% granularity roll from 0-99 or 1-100, however you prefer. But then TFT initiative gets more complicated. This was by design in Tactical War Games like MBT. However, it would just add more unneeded complexity to TFT initiative rolls. For tactics to have the same effect on initiative, you would have to add 16.7 to the 2D10 roll. You start with a compromise of being a little incorrect by choosing 16 or 17.

hcobb 06-30-2023 09:25 AM

Re: In Melee, how do you deal with ties in initiative?
 
  1. No adjustment: Each side wins init 50%
  2. Tactics wins init vs untalented: (15+6) vs (15-5) = 68% of the time.
  3. Strategy wins init vs untalented: (15+6+5) vs (15-5-4) = 81% of the time.
So just roll d100 and find out.

tomc 07-01-2023 06:30 AM

Re: In Melee, how do you deal with ties in initiative?
 
Quote:

Originally Posted by hcobb (Post 2494247)
So you think Tactics is overpowered and needs to be nerfed?

1/6 = 2/12 = 16.66666666666666666666666666666666666666666666666 66666666666666666666666666666666666666666666666666 66%

hcobb 07-01-2023 08:54 AM

Re: In Melee, how do you deal with ties in initiative?
 
Oh Math, where is thy sting?
  1. d12 v d12 w/o adjustment: 50% success of 66 win, 66 lose, 12 ties
  2. d12+2 vs d12: 66% success of (66+12+11=89) win, (66-11-10=45) lose, 10 ties. I.e. 2% lower than 1d6+1 vs 1d6

Axly Suregrip 07-01-2023 11:18 AM

Re: In Melee, how do you deal with ties in initiative?
 
Quote:

Originally Posted by TKurtBond (Post 2494212)
I was playing Melee online. It was the first time playing Melee for all of us. There were three of us. We kept having two people tying. What's the best way to handle this?

We sometimes like to get into side issues or unofficial alternatives.

Your question was answered though. Just reroll as long as there is a tie. If doing a 3-way fight (or more), just reroll the ties with respect to each other only, thus keeping the order of those that did not tie.

Welcome aboard!


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