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| rules:initiative [2025/06/18 19:36] – created Ron Helwig | rules:initiative [2025/07/02 22:26] (current) – Ron Helwig | ||
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| + | # ⚔️ Initiative | ||
| + | |||
| + | Combat is handled in **rounds**, with each character taking a turn in sequence. | ||
| + | Turn order is determined at the start of combat using an **Initiative Check** — a special kind of [[rules: | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🎲 Rolling for Initiative | ||
| + | |||
| + | At the beginning of combat, each participant rolls an **Aspect Check** for Initiative using one of the following: | ||
| + | |||
| + | - **Reflex** 🧠 *(default)* — alert, reactive characters | ||
| + | - **Discipline** 📘 — calm, tactical thinkers | ||
| + | - **Agility** 💪 — fast, aggressive characters | ||
| + | |||
| + | Most characters use **Reflex**, unless a **Domain Feature** or **GM ruling** allows a different choice. | ||
| + | |||
| + | The GM then ranks results from **highest to lowest total** to determine the order of turns. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## ⚖️ Breaking Ties | ||
| + | |||
| + | If two or more characters roll the same total, use one of these methods: | ||
| + | |||
| + | - 🔢 The character with the **higher raw Aspect value** goes first | ||
| + | - 🧩 Some **Domain Features** provide tie-breaking rules | ||
| + | - 🤝 Players may **choose collaboratively** or | ||
| + | - 🎲 Simply **roll again** to break the tie | ||
| + | - 🧙 The **GM may decide** based on story or tactics | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🌀 Initiative vs. Action Load | ||
| + | |||
| + | **Initiative only determines turn order.** | ||
| + | |||
| + | Your ability to act is still limited by: | ||
| + | |||
| + | - Your **🌀 Action Load** | ||
| + | - Your current **Aspect values** | ||
| + | |||
| + | <WRAP tip> | ||
| + | | ||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## ⏸️ Holding Actions | ||
| + | |||
| + | You may **delay your turn** and act later in the same round. | ||
| + | |||
| + | - Your new position becomes your **default initiative slot** for future rounds (unless the GM rules otherwise) | ||
| + | - Useful for **waiting on allies** or **reacting** to enemy moves | ||
| + | |||
| + | <WRAP tip> | ||
| + | 📝 **Example Use:** You delay until your ally casts a buff spell, then act with full strength on your new turn. | ||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🎭 Variant Rule: Spotlight System | ||
| + | |||
| + | For more narrative or collaborative pacing, you may use the **Spotlight System**: | ||
| + | |||
| + | 1. The GM or group chooses who goes first | ||
| + | 2. That player chooses who acts next | ||
| + | 3. Repeat until all participants have acted | ||
| + | |||
| + | <WRAP info> | ||
| + | 🎬 This system emphasizes **cinematic storytelling**, | ||
| + | It's ideal for groups who prefer **flexibility** over rigid tactical structure. | ||
| + | </ | ||
| - | ====== Initiative ====== | ||
