Side vs. Side Initiative?

General game mechanics discussion...



Way back in the day, I preferred individual initiative every combat round. I played that way for years. Sure, in the hands of the wrong GM, it makes for an awful break in the flow in the game--another dice throw, EACH combat round. But, I made it work. My players liked it. And, our old AD&D (1E) games were amazingly fun.

As I became a more mature gamer, more experienced, with a better understanding of how things worked, I realized that what I was gaining in simulated realism by rolling nish each round, I was losing in the unrealistic method of characters acting back-to-back in a combat.

Let's say a foe goes last in a round and then wins nish the next round, going first. If that foe runs both turns (to, say, go warn his buddies), then he gains a very unrealistic advantage in distance moved with respect to the other characters in the combat: One moment the foe is next to a PC, and the next, the foe is impossibly far before the PC has been able to do anything.




For this, and other reasons, my preferance was altered. Today, I still prefer individual initiative, but I like to roll it once and use the same order for the entire combat, but still allowing PCs to move their place in the nish line-up by using a hold action.

I roll once. That establishes the "flow" of the combat, and for most combats, the order does not change.

Compared to the nish-every-round method that I used to use, this is much faster and more conducive to flowing, exciting combats--and still, it has a bit a feel of simultaneous action though it is a turn-based structure.





What I want to talk about is the other major forms of initiative. You may set your players up in a certain order (by a character stat or ability, or by player experience--or by personality, allowing those that tend to act quickly to go first all the time, giving those that like to think a bit time to think) then using that order the entire game, no matter what.

One form of initiative is one I've flirted with the free-form method, where the first player that indicates an action gives his character initiative. The GM directs play, basically deciding who has and doesn't have initiative based on player description and the dynamics of the scenario.

That method has pro's and con's, but it does intrigue me.





Then, you've got games, like Classic Traveller, where initiative doesn't matter at all because the game round factors are not considered to go into effect until the end of the round. Effects aren't immediate--a character doesn't take damage in the middle of the round. All damage is considered effective at the end of the round. Thus, a foe could be killed early in the round, but that foe still gets his chance to act that round--because the damage that kills the foe is not applied until everybody in the round has had a chance to act.

Because damage is not applied until the end of the round, it really doesn't matter who goes first. Thus, the GM doesn't need to bother with initiative.

In an instantaneous-effect game, like Star Wars, if a stormtrooper gets blown away early, before he's had a chance to act, then that's too bad. Trooper dead. He doesn't get a turn because he was killed before he can act. I think most RPG's these days operate this way.





I'm interested in hearing from those who like the other major way of determining initiative: That is, to have some method of nish determination (maybe have the character with the highest chance on a "side" make a throw, or have all characters throw, using the highest result), then using that to determine nish for "sides". Whomever wins, the entire side gets to go. If the players win, the all the PCs act first. If the foes win, then all of the foes act first, followed by all of the PCs acting together. Sometimes, winning side-initiative gives the winner the choice of having his side act first or last--whichever he thinks is more beneficial. Once nish is determined, that same side order is used throughout the combat.

Who likes this?

It seems quite popular in many games. What I dislike about it is that it allows unrealistic coordination. Let's say that you're in a Star Wars game, and the 5 PCs come up against 9 stormtroopers lead by a Dark Jedi. Whenever the PC side comes up, all 5 PCs can coordinate their attacks ont he Dark Jedi--all at one time. If the PC side acts first, the PCs could unrealistically ignore the troopers and attack the Dark Jedi multiple times before he's had a chance to move. This type of thing also appears in fantasy games where the PCs are trying to kill the enemy spellcaster first.

I really don't think this method is any faster than individual nish rolled for the first round only, with that order kept throughout the combat.

You people who play this way...what about it appeals to you?
 
I do recall a game (Torg maybe) where the bad guys made one roll for initiative, so minions would all move together, while major villians with a higher bonus got to act individually. That was probably to keep things simple, but it did usually mean one side went first or last.

Personally I am in favour of PCs getting individual rolls.

However, if I ever did one side vs another, I would probably chose the character with the lowest score. After all, if the whole team are acting together, if one guy or gal is slower, then they could wrong-foot everyone.
 
The initiative system in the new Marvel Heroic Roleplaying game is an interesting variant - the GM picks one character to go first. That character's controller gets to pick the next character in line, and then that character's controller picks the next and so on until everyone's acted. So, if you keep picking your allies to go next, then you're setting yourself up for all the bad guys going in a row after you've all acted and so on.
 
Mytholder said:
The initiative system in the new Marvel Heroic Roleplaying game is an interesting variant - the GM picks one character to go first. That character's controller gets to pick the next character in line, and then that character's controller picks the next and so on until everyone's acted. So, if you keep picking your allies to go next, then you're setting yourself up for all the bad guys going in a row after you've all acted and so on.

That is interesting...

The GM needs some structure to his decision, unless he just makes his pick randomly each time.

How does a GM pick the first one? Does it say?





EDIT: Man, that is an interesting system. I'm intrigued! A question I have is, "How does the GM pick the first character fairly?"

Who the GM picks has a big impact on this system. Does the GM have to pick a PC first? Or, can he pick an NPC (and, therefore, keep picking, because he picks for all the NPCs)?

Maybe a variant of this system with a random roll to determine the first to act might work?

Or....have every character in the fight roll initiative the first time around, and whomever wins that toss can be first to act or pick the first to act.

I like that....except if I went this way, I want to get away from everybody rolling for initiative.

Then again, if we don't roll, characters designed to act early (like characters in the Conan RPG with high DEX and the Improved Initiative Feat) will not benefit from having the high stats and abilities.
 
A person on another forum (where I brought up this idea) had a good point. He said, "It also has issues of needing to label the bad guys (in order for them to be pickable).[/quote]

There goes GM surprises.
 
Supplement Four said:
A person on another forum (where I brought up this idea) had a good point. He said,
"It also has issues of needing to label the bad guys (in order for them to be pickable).

There goes GM surprises.

Not true. I haven't seen the system, so I don't know how it necessarily deals with these things, but here are some thoughts:

You're villains aren't who the players think they are. Instead of being a group of minions, you've seeded the master and his lieutenants in the group. Fix: Just label them as minions, since that's what the players see (you do have to label them Minion 1, Minion 2, etc). On their turn (and when they're ready) they whip off their clever disguises and lay into your players.
Your players are probably going to attempt to suss out the lead in a group of minions anyway, no matter the initiative system, so that they can concentrate all hell on him. We were being attacked by a pack of wolves, with a werewolf tossed in the mix. Except he's in wolf form, directing the pack. And we've got one player going "Soooooo, which one is more ... wolflike ... than the others?"

You're villains aren't there yet, or are in hiding: The workaround for this is, players can only pick GM characters that they are aware of. The trick here is to figure out when to work them in. Either an unknown GM character can trump a known GM character:
Player 1: "I choose Minion 3"
GM: "Ha, Ha! Unbeknownst to you, Minion 13 was hidden behind the door, and chooses this moment to strike!"
Player 1: "Curses!"
At which point Minion 3 gets shuffled back into the remaining pool of characters waiting to be picked.

The other option is to just wait until end of the round and shuffle them in at the end, with the rest of the GM characters who didn't go.

Player 1: "OK, I'm last go for this round so I pick Player 4 to start us off next round ..."
GM: "Ha, Ha! Not so fast, unbeknownst to you, Minion 13 was advancing towards you and emerges from the shadows. He Strikes! And now, we start the next round. With Player 2 as my choice to go next."
Player 2: "Curses!"

Now, the disadvantage to the first one is that you are shifting init from one NPC to another, which the players may not care for. The disadvantage to the second, is that you may be snatching an initiative choice from one of the players (if they were scheduled to wrap up the round).
Just remember, if NPCs go undetected, you get to work them in when you want. If the players detect them during the course of play, then they can choose them to go as they see fit:
GM: "You leap through the window, tumbling across the floor! Minion 13 is there, startled by your actions, while attempting to prepare himself for the assassination."
Player 2: "Ha, Ha! The duke is not in danger yet! I choose Minion 13 to go next."
GM: "Curses!"

Scott
 
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