This post deals with either the lack of initiative, group initiative or only having one initiative per combat. On the one hand this style of initiative is very simple to keep track of, on the other hand it really robs combat and other time sensitive conflicts (I also use initiative for chases, and even scenes of hiding and evading view from pursuers) of a lot of tactics.
Not knowing if you will go first in the next round adds a lot of tactical considers , especially at lower levels. If you have players announce their actions before rolling initiative it increases even further.
Do you attempt to rush to the other side of the hallway before the guard looks? What if he wins initiative and sees you bolt across his field of vision?
Do you attempt to cast Safety Fall? Whats the casting speed? Can you get it off before you get tackled off the bridge (taking the villain with you) or you should you try and dodge out of the way and hope you can make your rolls to cling to the bridges railing?
In Piecemeal, round by round initiative is extremely important in combat. Piecemeal has no static defense number (ie, no armour class) its about pairing defense rolls to attack rolls. Going before or after your opponents can dictate if you get to both attack and defend, or only do one. This makes the speed and number of your opponents incredibly important when choosing how to do battle. A brute and a fencer (or a Giant and a Spaniard) fight very differently and have different strengths versus different opponents.
How do you run Initiative?
Cthulhu Fhtagn! Cruz Edition.
1 day ago