Utgardloki
Mongoose
I don't know what it is, but there is something about the Strike Rank/Initiative rules that I don't like. But what to do?
Well, do what I do for everything else, create my own rules 8)
My idea is that Initiative is a skill, which defaults to DEX + INT + POW. When a character enters battle, he makes an Initiative roll.
If he fumbles, he can't act in the first round (he's too busy looking for his weapon or something). He can roll again the next round.
If he fails, he can act once. Characters who fail (but don't fumble) go in order of Strike Rank.
If he succeeds, he can act before everybody who fails. Characters who succeed (but don't critical) go in order of Strike Rank. After everyone who succeeded goes, they get a second turn with all the characters who failed, in order of Strike Rank.
If he gets a critical succees, he can act before everybody who just got a normal success. Then everybody who got a critical success can go with those who got normal successes, and then with those who got failures.
If he gets a super-critical success, you see the pattern. A super-critical success is a house rule I have for those who get less than 1% of their chance of success.
A character can take an action to re-roll his initiative for the next round. Otherwise (like in D20), the initiative roll applies through the entire combat.
What do you think? The pattern is relatively simple, and may even be easier than normal initiative.
Well, do what I do for everything else, create my own rules 8)
My idea is that Initiative is a skill, which defaults to DEX + INT + POW. When a character enters battle, he makes an Initiative roll.
If he fumbles, he can't act in the first round (he's too busy looking for his weapon or something). He can roll again the next round.
If he fails, he can act once. Characters who fail (but don't fumble) go in order of Strike Rank.
If he succeeds, he can act before everybody who fails. Characters who succeed (but don't critical) go in order of Strike Rank. After everyone who succeeded goes, they get a second turn with all the characters who failed, in order of Strike Rank.
If he gets a critical succees, he can act before everybody who just got a normal success. Then everybody who got a critical success can go with those who got normal successes, and then with those who got failures.
If he gets a super-critical success, you see the pattern. A super-critical success is a house rule I have for those who get less than 1% of their chance of success.
A character can take an action to re-roll his initiative for the next round. Otherwise (like in D20), the initiative roll applies through the entire combat.
What do you think? The pattern is relatively simple, and may even be easier than normal initiative.