Rank: Advanced Member Groups: Member
Joined: 8/14/2009 Posts: 47 Points: 141 Location: Norway
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I’m raising interest for a SK one-shot and have been re-reading the rules. I think I’m going to try out traditional initiative this time. At least for big fights. One-on-one duels might stay simultaneous. On paper traditional initiative looks like it could click a lot better with the way my gamer head works. Only time will tell. But I’m not quite sure how it is supposed to work. The way I see it there are basically two options: 1) act -> move on the style sheet or 2) move on the sheet -> act.
Option 1 would look like this: For the first action everybody secretly choses their opening move. Then you roll initiative. The quickest characters attacks and immediately moves to his next move and uses the defense dice from this move until his next action.
Option 2. In the first round combat would work exactly like combat with simultaneous initiative. Except for the fact that some could be wounded/affected by special effects before they have a chance to act. Everybody choses an opening move and use the attack dice and defense dice for the entire round. In round two the quickest character moves on the style sheet and then acts before the others get a chance to switch moves.
What would be the consequences of running with option 1 or 2. Mainly, does doing it either way really matter? And if so, what are the advantages/disadvantages of running option 1 and 2? My initial thought were that option 1 would give the quickest characters an advantage since they would always be one step higher in the style chart. But now I’m not so sure, since they would also announce their next action for an entire round. After writing this, I’m now more inclined to run with option 2.
What do you think?
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Rank: Administration Groups: Administration
Joined: 3/12/2008 Posts: 234 Points: 569
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Option 2 is what I intended. Everybody chooses simultaneously in the first round, but resolve the actions in initiative order. If you're delaying, you keep your defense die for your current maneuver, and you can jump in later (but not in the middle of someone else's turn, only between turns).
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