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Post by Suzie on Dec 2, 2018 11:36:44 GMT
Hi all,
I know things are already a bit complicated to get when you start to play with the fighting system but some time ago i experimented a new way to handle initiative in pen&paper RPG.
Instead of playing initiative the current way (the player with the highest initiative start to play, then the second one etc etc), that's the player with the lowest score who announce what he is going to do. (He don't roll anything yet) And then all players announce what they are going to do and can consider what players with lowest initiative are going to do.
I find it pretty interesting in term of tactics gameplay, because the fastest player can act by reacting with what others are going to do.
For example let's consider that an ennemy is going to attack another player, the fastest player can choose to defend this player, throw some protective spell on him, or focus on shooting down that current ennemy.
I really think it can make fights more interesting, but at the same time i'm a bit worried that it could make things even more difficult to handle and fights even more longer.
Maybe this way to fight can be kept when the players are in a small number (like 3~4), i don't know.
What do you think of this ?
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Betty
Junior Member
Posts: 56
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Post by Betty on Dec 2, 2018 16:53:09 GMT
I think that more involved method would be good for big important boss fights where it feels worth taking the extra time, and something like the faster one roll method we did last night would be good against lesser minions to help speed things up. Nobody wants to spend an hour waiting for me to land a single shot on a random soldier again
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Alia
New Member
Posts: 15
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Post by Alia on Dec 2, 2018 19:20:28 GMT
hehe, the only trouble with friday's game was that, being so many, and a lot of us newbies, things got more complicated. I do believe the method you suggest is better, Suzie
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Post by Suzie on Dec 2, 2018 20:09:27 GMT
I'm thinking about speeding up things too. Either by splitting fight in several groups the way we did it with the ambush or by making a system that would handle almost everything from initiative order, damage / HP etc. I just need a way to keep it a bit open for each players speciality. It would open gameplay to more things like being able to run small events without any GM and to get loot/reward for that. (Today you don't need anything though to run your own events ) It's only ideas right now though.
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Post by Shepard on Dec 2, 2018 22:26:41 GMT
Hey I got attacking down to a tee. It's defense and the other shit that I don't get hehe
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