Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 03-11-2024, 10:21 AM   #1
n00b
 
Join Date: Mar 2024
Default How would the game break if one used a "single initiative" system?

Complete n00b trying to teach myself Melee here.

I was wondering the reasoning behind the double initiative system: Both sides move based on the initiative roll, and then individuals act based on Dex order.

HOW would the game break if one used a "single initiative" system instead? That is, one in which combatants move and immediately act. For the sake of discussion, the order could be

a) Determined by a die roll (side initiative),
b) Determined by Dex (individual initiative), or
c) A combination of the two, such as 1d6+DEX.

I am asking HOW the game would break rather than WHETHER it would break because I presume that there has to be a deep reason why it works the way it does. But having read the rules and tried a bit of arena self-play, I cannot see any obvious reason!

(Edit: Notice I am asking about basic Melee rather than Melee+Wizard or full-blown TFT. Answers about the full system are welcome, but I'd like to understand how Melee works on its own first.)

Last edited by n00b; 03-11-2024 at 10:23 AM. Reason: Clarifying I am asking about Melee rather than full TFT
n00b is offline   Reply With Quote
Old 03-11-2024, 12:00 PM   #2
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Re: How would the game break if one used a "single initiative" system?

Movement Allowance can be high enough to let a figure move around an enemy and attack them from the side or rear if you allow movement and immediate action instead of breaking the turn into phases as per RAW. This would have a huge impact on the game.
__________________
* * * *
Anthony Shostak
myriangia.wordpress.com
Shostak is online now   Reply With Quote
Old 03-11-2024, 12:16 PM   #3
n00b
 
Join Date: Mar 2024
Default Re: How would the game break if one used a "single initiative" system?

Quote:
Originally Posted by Shostak View Post
Movement Allowance can be high enough to let a figure move around an enemy and attack them from the side or rear if you allow movement and immediate action instead of breaking the turn into phases as per RAW. This would have a huge impact on the game.
Thanks for the reply. If I understand correctly, this is already possible against an opponent with a lower Dex when going second in initiative.

It's true that a single initiative system would allow to do this even against an opponent with a higher Dex, and independently of initiative.

So I guess it would happen about four times as often, right? Ballparking twice for "any Dex" and twice again for "any initiative". It does sound like a substantial impact.
n00b is offline   Reply With Quote
Old 03-11-2024, 02:04 PM   #4
TippetsTX
 
TippetsTX's Avatar
 
Join Date: Sep 2018
Location: North Texas
Default Re: How would the game break if one used a "single initiative" system?

Part of the reason is that TFT lacks the concept of actions which may trigger an immediate counter-action (like AoO). Realistically, no one can just run around behind an opponent w/o drawing some kind of response. TFT cleverly side-steps the issue, however, by forcing all figures to move then act during distinct phases of the engagement framework.

The dual 'initiative' is there because the split turn structure means that something may occur during movement that effects a figure's readiness to perform their action (i.e. changing their adjDX). It also gives figures an opportunity to change what their action might have been to one more reflective of everyone's final position on the battlefield.

Personally, though, I prefer the more fluid dynamics provided by some type of 'interrupt' mechanic.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos
TippetsTX is offline   Reply With Quote
Old 03-18-2024, 03:58 PM   #5
JohnPaulB
 
JohnPaulB's Avatar
 
Join Date: Jan 2018
Location: Portland, Maine
Default Re: How would the game break if one used a "single initiative" system?

Quote:
Originally Posted by n00b View Post
Complete n00b trying to teach myself Melee here.

I was wondering the reasoning behind the double initiative system: Both sides move based on the initiative roll, and then individuals act based on Dex order.

HOW would the game break if one used a "single initiative" system instead? That is, one in which combatants move and immediately act. For the sake of discussion, the order could be

a) Determined by a die roll (side initiative),
b) Determined by Dex (individual initiative), or
c) A combination of the two, such as 1d6+DEX.

I am asking HOW the game would break rather than WHETHER it would break because I presume that there has to be a deep reason why it works the way it does. But having read the rules and tried a bit of arena self-play, I cannot see any obvious reason!

(Edit: Notice I am asking about basic Melee rather than Melee+Wizard or full-blown TFT. Answers about the full system are welcome, but I'd like to understand how Melee works on its own first.)
In the late 70s when I learned TFT, I must have missed the part about "then fight in DX order." Or I probably forgot that part.
Anyway, what our players ended up doing was:
  1. Group Initiative: Roll d6 to see which side chooses to move first.
  2. Movement of both sides, all of one side, then all of the other as determined from above.
  3. Magic and Missile Weapons go next. Determine that order by adjDX. (We did this first as it got rid of any non-adjacent hex actions.)
  4. Then using Igo/Ugo, the player who won the initiative roll chooses one of his characters (not a magic or missile character) and does his action.
  5. Then the other player chooses one of his characters and does his action.
  6. This back and forth continues until all characters have done their stuff.

We played TFT where others weren't allowed to see your stats. You could tell members of your party what the stats were, but the enemy didn't know.

The enemy could make a guess as to what your ST was by how heavy was your weapon.
But they didn't know your DX or adjDX. They could assume that since you had a medium shield, you were at least -2DX, but not what your DX started at.

They (your opponent) only found out when you rolled your DX.

This proved to be another tactical consideration because if you had a high DX and ST character and you selected a lower ST weapon and no armor, you could surprise your opponent, who might have underestimated your character. Of course, once this surprise was used, the next time that character came up, his adjDX was known.

I had since relearned the rules.
__________________
- Hail Melee

Fantasy Chess: A chess game with combat.
Don't just take the square, Fight for it!
https://www.shadowhex.com
JohnPaulB is offline   Reply With Quote
Old 03-19-2024, 03:44 AM   #6
Steve Plambeck
 
Join Date: Jun 2019
Default Re: How would the game break if one used a "single initiative" system?

Quote:
Originally Posted by JohnPaulB View Post
In the late 70s when I learned TFT, I must have missed the part about "then fight in DX order." Or I probably forgot that part.
Anyway, what our players ended up doing was.....
Well heck, I like all that. It must not have been a game-breaker or you'd have noticed right away and thought "wait, this can't be right!"

If I ever get back to active play (it's been a long time) I actually don't want to use the original turn sequence myself. I found the whole "this entire side moves, then that entire side moves" while no one can take any action was becoming a little tiresome.
__________________
"I'm not arguing. I'm just explaining why I'm right."
Steve Plambeck is offline   Reply With Quote
Old 03-21-2024, 10:58 AM   #7
larsdangly
 
Join Date: Dec 2017
Default Re: How would the game break if one used a "single initiative" system?

I think all the pieces are there for a 1-stage 'I go/you go' system, but be aware you'll end up at something closer to GURPS than TFT (I think how you determine who goes first is a minor detail). It is easy to see how it would work, in broad brushstrokes, but undoing the canonical system (move first, act second) will require a ton of fine adjustments because so much of TFT's combat system is predicated on the idea that the actions you can make are limited by the movements you and your foe made. The end result will also depend strongly on how you treat 'engagement' - if you leave it as-is, game play will feel more like TFT; if you drop or change it, game play will be more like GURPS.
larsdangly is offline   Reply With Quote
Old 03-21-2024, 08:04 PM   #8
Steve Plambeck
 
Join Date: Jun 2019
Default Re: How would the game break if one used a "single initiative" system?

Quote:
Originally Posted by larsdangly View Post
I think all the pieces are there for a 1-stage 'I go/you go' system, but be aware you'll end up at something closer to GURPS than TFT (I think how you determine who goes first is a minor detail). It is easy to see how it would work, in broad brushstrokes, but undoing the canonical system (move first, act second) will require a ton of fine adjustments because so much of TFT's combat system is predicated on the idea that the actions you can make are limited by the movements you and your foe made. The end result will also depend strongly on how you treat 'engagement' - if you leave it as-is, game play will feel more like TFT; if you drop or change it, game play will be more like GURPS.
I've worked on those particular problems a lot, mostly about 35 years ago when I tried writing my own RPG. After a 30 year hiatus from the project I dusted it off a couple years ago and picked up where I left off, but I think the combat rules will be sound; changing the turn sequence indeed has a big ripple effect on everything else necessitating a lot of adjustments resulting in something you wouldn't think of as TFT anymore. For example, no movement phase and no roll for initiative. It's a fun challenge to work on.

I never played GURPS -- I only read the first book ("Man To Man") one time when it first appeared around '84 (?), deciding I much preferred TFT and never looked at GURPS again. What I know of it beyond that one glance at the first book decades ago has all come from posts and comments in this very forum, and from those it does sound like it has points in common with what I've been writing.
__________________
"I'm not arguing. I'm just explaining why I'm right."
Steve Plambeck is offline   Reply With Quote
Old 03-22-2024, 09:53 PM   #9
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: How would the game break if one used a "single initiative" system?

Ages ago I tried a house rule where DX order was determined by each character rolling 2 dice and adding it to their DX. The resulting value would determine action order. This was done after all movement was complete.

I did not change the movement initiative.

I liked the affect it had on making attack sequence a bit more random. High DX characters couldn't just assume they would have initiative. It also meant someone with high DX was not guaranteed a chance to avoid combat. Despite it being a positive result, the negative was not worth it. That is, combat slowed down quite a bit. In normal ITL it does not take long for the players to know the DX order, but this added a bit of confusion. Or with the right group, this could have been a good change.

If you are looking to modify initiatives, maybe you may find this useful.
Axly Suregrip is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:36 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.