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Initiative Systems in BRP

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Strike Rank, DEX Rank, Rolled Initiative, Static Initiative, Impulse. What do you guys use? I've done static in CoC, RQ 3e-style Strike Ranks, and Rolled Initiative. I like Strike Ranks with systems that have guns, because it gives them an in-built advantage over a melee attacker, as it should be. In my current campaign, we are using Strike Ranks without the SIZ modifier, because it's mostly ranged combat. Any houserule systems for turn order that you like?

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depends on group  and pacing,  generally , kinda like superworld high dex goes first, and number of actions  in a melee round is based on dex :18 goes on 18 and 8, dex 17 on 17 and 7 etc.

a perception roll a player can alter intention, phses -3, so a ranger with dex 18,  that sees another  player in trouble, can change intent and shoot at that players enemy on phase 15, 

Since the BRP games have less hit points, melee goes faster, and is deadlier

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I've been using the Mythras ACTION system with everyone getting three ACTIONS. I like how every one takes an ACTION and then you reset.  I have every ACTION represent 2 seconds and every round represent 6 seconds.  10 rounds is then 1 minute.

  I also allow a PC to move  8m (run),  6m (trot),  4m (walk), or 2m (crawl) in addition to a more basic ACTION (like an attack).  Movement penalties do apply.    

  

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4 hours ago, soltakss said:

RQ3 SR, but with 12 SR per round and 3 SRs between actions.

After trying various system.. I am looking forward to the simplicity of 1 action at DEX/INT (+D6) rank for my next GMing....
But.. mmm...this system makes me think again about initiative... it might be simple, yet allow some variable attack speed, without it being too much of an OP advantage...

Might give it a go and change.. by now my players are used to change! :P 

Edited by Lloyd Dupont

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I prefer Strike Ranks. One of the things I like about SRs is that they incorporate movement and the speed of the action into the sequence, so someone with a readies missile weapon, or quick spell can act before an opponent can cross a 10 m  to get to them. Most of the other methods don't do that.

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12 hours ago, hix said:

Strike Rank, DEX Rank, Rolled Initiative, Static Initiative, Impulse. What do you guys use? I've done static in CoC, RQ 3e-style Strike Ranks, and Rolled Initiative. I like Strike Ranks with systems that have guns, because it gives them an in-built advantage over a melee attacker, as it should be. In my current campaign, we are using Strike Ranks without the SIZ modifier, because it's mostly ranged combat. Any houserule systems for turn order that you like?

I like RQ3 style Strike Ranks. We have also played them "unrestrained" as per BRP p.199 where characters were not limited to 1 attack and 1 defense per round.

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On 8/9/2020 at 11:25 AM, hix said:

What do you guys use?

Several of those, depending on the game. For example, in CoC I go with RAW that it's mostly DEX ranking. In RQG I go with Strike Ranks. I don't play much else in terms of BRP games but if I played Mythras or whatever, I would use that.

What's "Static Initiative" by the way?

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20 minutes ago, lordabdul said:

What's "Static Initiative" by the way?

I meant the CoC DEX ranking.

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17 minutes ago, hix said:

I meant the CoC DEX ranking.

So then what's DEX Rank? :D  (you listed both, so that's why I was a bit confused)

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26 minutes ago, lordabdul said:

So then what's DEX Rank? :D  (you listed both, so that's why I was a bit confused)

The "counting down" method based on your DEX + 10 used in the BGB. Like @sylvermoonkitten described above.

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DEX rank plus Reflex die (bonus die from INT+CON on same table as Damage bonus). I also occasionally do more fiddly things with a Crisis / Combat Awareness / Sense type skill: everyone has it, you get experience in it from professions / occupations that exposed you to live combat / crisis situations - so veterans generally react quicker than civilians with no combat / crisis exposure. Also used for morale and trauma type effects.

Used to love RQ SR but overt the decades my tastes have turned away from the intricate to the more straightforward.

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A long time ago, I did something similar to the initiative system from the Advanced Combat system of Revolution D100, in which your initiative is both your turn order and a number of "action points".

When your turn comes and you take an action, you need to spend some of your initiative points to be able to do it, and this new initiative count tells when you'll be able to act again. Say for instance your starting initiative is 13 and you do an attack, which costs 5 Initiative. Your new Initiative is now 8, and might act again at initiative rank 8.

When Initiative count reaches 0, a new round starts and everybody gets its whole initiative back.

RD100 calls those Initiative Points "Strike Ranks", and sets their value equal to the average of STR and DEX. IIRC, my version used DEX and INT.

Edited by Mugen

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It is now renamed "Readiness" for additional clarity. "The combatant with the highest Readiness is the one who acts" and "You lose some Readiness when you perform an action or reaction" are rather intuitive concepts.

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The low to high Dex rank with statement of intent then actions from high to low. Sometimes I throw the random roll in there if I want to get a bit more chaos.  If I'm not with a combat oriented group then just Dex rank works too. I'm about the simple.

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