11-02-2015, 04:34 AM
(This post was last modified: 11-02-2015, 04:53 AM by Lunamancer.)
This is a quick example of a single round of combat to illustrate the order of operations involved in this initiative system. I could have made the example simpler by sticking to strict group initiative. Or I could have made it more complex by introducing Weapon speed to break tied initiative. My hope is that by taking the middle road, I've created an example that is simple to follow but complex enough to show the nuances of the system.
EXAMPLE OF COMBAT
Side 1
Noble, Forester, Enchanter (initiative determined separately for each individual)
+12 NPC soldiers (one single initiative roll for entire group)
Side 2
Chieftain, Shaman (initiative determined separately for each individual)
20 orcs, 6 wolves (two initiative rolls, one for each group)
The order of the round follows the SIR formula: Smack-Initiative-Rush. As always, Ice moves can happen at any time out of turn.
What I hope to have shown is how a turn-based tabletop RPG combat can be both easy to use AND provide detailed and interactive sequencing of actions.
EXAMPLE OF COMBAT
Side 1
Noble, Forester, Enchanter (initiative determined separately for each individual)
+12 NPC soldiers (one single initiative roll for entire group)
Side 2
Chieftain, Shaman (initiative determined separately for each individual)
20 orcs, 6 wolves (two initiative rolls, one for each group)
The order of the round follows the SIR formula: Smack-Initiative-Rush. As always, Ice moves can happen at any time out of turn.
- When the action begins, the orcs unleash the wolves who charge in with the orcs closing in behind them. (SMACK)
- The Shaman and opposing Enchanter each begin casting. (SMACK)
- The Chieftain, Forester, and Soldiers all prepare to fire missiles. (SMACK)
- Seeing the prepared missile weapons, 4 orcs with large shields, two on each, instead provide cover for the Chieftain and Shaman. (ICE)
- Seeing the charging wolves, the soldiers decide to change their actions to draw melee weapons. (ICE)
- So the Shaman completes his spell before the Forester gets off his shot due to superior initiative. (RUSH)
- For that matter, the bodyguard orcs get to "hold" their action prior to the Forester's arrow. The other orcs are not yet engaged in melee so initiative for them doesn't matter. (RUSH)
- The Forester fires his first shot. (RUSH)
- Orc bodyguard attempts to block the arrow. (ICE)
- The soldiers charged by the wolves gain first strike on the wolves due to greater weapon reach. (RUSH)
- The wolves get their attack prior to the Noble and remaining soldiers due to superior initiative. (RUSH)
- Noble and remaining soldiers attack. (RUSH)
- At the end of the round, the Enchanter's full-round casting finally takes effect as well as the Chieftain's slow weapon's only shot, and the Forester's second shot. In that order as determined by initiative roll. (RUSH)
What I hope to have shown is how a turn-based tabletop RPG combat can be both easy to use AND provide detailed and interactive sequencing of actions.

