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FASA Games, Inc.FASA Games Forums and News 2025-06-02T23:25:27 http://fasagames.com/forum/app.php/feed/topic/288 2025-06-02T23:25:272025-06-02T23:25:27 http://fasagames.com/forum/viewtopic.php?t=288&p=25982#p25982 <![CDATA[Re: Initiative talk]]> audiobookkeeper.rucottagenet.rueyesvision.rueyesvisions.comfactoringfee.rufilmzones.rugadwall.rugaffertape.rugageboard.rugagrule.rugallduct.rugalvanometric.rugangforeman.rugangwayplatform.rugarbagechute.rugardeningleave.rugascautery.rugashbucket.rugasreturn.rugatedsweep.rugaugemodel.rugaussianfilter.rugearpitchdiameter.ru
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Statistics:Posted by yankeeschic — Mon Jun 02, 2025 11:25 pm


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2025-05-24T23:35:222025-05-24T23:35:22 http://fasagames.com/forum/viewtopic.php?t=288&p=23954#p23954 <![CDATA[Re: Initiative talk]]> разг412.7ВверBettакадДавыBonuGeorЯросBarbRobeНикеMeanTefaчитаOrieХудо3301ТитупроиTaniDonaчерн
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Statistics:Posted by yankeeschic — Sat May 24, 2025 11:35 pm


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2017-08-02T19:40:182017-08-02T19:40:18 http://fasagames.com/forum/viewtopic.php?t=288&p=3061#p3061 <![CDATA[Re: Initiative talk]]> Statistics:Posted by Telarus — Wed Aug 02, 2017 7:40 pm


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2017-08-01T22:02:002017-08-01T22:02:00 http://fasagames.com/forum/viewtopic.php?t=288&p=3030#p3030 <![CDATA[Re: Initiative talk]]> Statistics:Posted by Lys — Tue Aug 01, 2017 10:02 pm


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2017-08-01T21:59:032017-08-01T21:59:03 http://fasagames.com/forum/viewtopic.php?t=288&p=3029#p3029 <![CDATA[Re: Initiative talk]]> Statistics:Posted by PiXeL01 — Tue Aug 01, 2017 9:59 pm


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2017-08-01T12:29:242017-08-01T12:29:24 http://fasagames.com/forum/viewtopic.php?t=288&p=3020#p3020 <![CDATA[Re: Initiative talk]]>
utsukushi wrote:
Tue Aug 01, 2017 11:58 am
I can understand the frustration with rolling every round, especially if you follow all the, "Declare Actions. Roll Initiative. Now start parsing actions," format properly. But I find that's the place to make the trade-off. Dropping the Declare Actions phase and just letting people act as their Initiative comes up does lose the penalty for changing actions as the situation changes almost completely, but it saves quite a bit of time compared to the proper format, and that's a fairly small loss. Eliminating variable Initiative... I've just found that that has a massive impact in Earthdawn. Much more than most games, and probably more than you're expecting.
I totally agree with this. We've never used the proper Declare Actions phase. We've recently changed it to Declare Stances, to account for Aggressive Attack or Defensive Stance mostly, since they effect Defenses for the entire round. Without it, people going last would always Aggressive Attack with no penalty.

Statistics:Posted by Dougansf — Tue Aug 01, 2017 12:29 pm


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2017-08-01T11:58:342017-08-01T11:58:34 http://fasagames.com/forum/viewtopic.php?t=288&p=3018#p3018 <![CDATA[Re: Initiative talk]]>
This drives me crazy, and I'm afraid the suggestion of everyone just taking Step is... slightly better, since you still roll for NPCs, but if you're still rolling for NPCs every round, how much time are you actually saving?

The problem I see is that a remarkable number of Talents and Combat Options in Earthdawn actually use Initiative as part of their mechanics. Just knowing if you're going to go before your enemy next turn can make a huge tactical difference in when to use what. If you use things like Anticipate Blow and Swift Kick, being reliably first can make you astonishingly overpowered, while being stuck behind an opponent cripples you for the entire battle.

Your suggestion is likely to leave things uncertain for PCs who happen to have about the same Initiative Step as their enemies, since presumably they will sometimes roll a little higher and sometimes a little lower; but you're taking out the variability on the PC side entirely. If their step is lower than the NPCs, they're rarely going to get to go first, and if they're just a few Steps higher, they can pretty well count on it.

I can understand the frustration with rolling every round, especially if you follow all the, "Declare Actions. Roll Initiative. Now start parsing actions," format properly. But I find that's the place to make the trade-off. Dropping the Declare Actions phase and just letting people act as their Initiative comes up does lose the penalty for changing actions as the situation changes almost completely, but it saves quite a bit of time compared to the proper format, and that's a fairly small loss. Eliminating variable Initiative... I've just found that that has a massive impact in Earthdawn. Much more than most games, and probably more than you're expecting.

Statistics:Posted by utsukushi — Tue Aug 01, 2017 11:58 am


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2017-07-23T22:25:222017-07-23T22:25:22 http://fasagames.com/forum/viewtopic.php?t=288&p=2959#p2959 <![CDATA[Re: Initiative talk]]> Statistics:Posted by Lys — Sun Jul 23, 2017 10:25 pm


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2017-07-22T23:43:192017-07-22T23:43:19 http://fasagames.com/forum/viewtopic.php?t=288&p=2949#p2949 <![CDATA[Re: Initiative talk]]> Statistics:Posted by Mogre — Sat Jul 22, 2017 11:43 pm


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2017-06-01T07:50:172017-06-01T07:50:17 http://fasagames.com/forum/viewtopic.php?t=288&p=2506#p2506 <![CDATA[Re: Initiative talk]]>
Also the amount of rolling going on ...

Statistics:Posted by PiXeL01 — Thu Jun 01, 2017 7:50 am


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2017-06-01T03:58:592017-06-01T03:58:59 http://fasagames.com/forum/viewtopic.php?t=288&p=2500#p2500 <![CDATA[Re: Initiative talk]]>
The Shadowrun initiative system seems punishingly complex to me - really the whole system does, to be honest.

Statistics:Posted by Slimcreeper — Thu Jun 01, 2017 3:58 am


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2017-05-30T23:36:092017-05-30T23:36:09 http://fasagames.com/forum/viewtopic.php?t=288&p=2485#p2485 <![CDATA[Re: Initiative talk]]>
If anything NPCs should simply take their step and be done with it.
When I run a game all my NPCs use the same roll simply to speed things up.
...
The Shadowrun ini system is unbalanced in its own way. You get to act for each segment of ten you roll, so if you roll 32 you act on 32, 22, 12 and 2.
In the first two editions the character with the highest score could potentially get to act multiple times before any others did and therefore ending the combat singlehandedly before the magician even got a spell off.
(Example: Street Sam w/43 & a shaman w/ 8. The SS would act four times on 43, 33, 23, 13 before the shaman could even blink.)
In 3rd & 5th each player got an action in sequence. Then 10 was subtracted and anyone with ini left acted again. Rinse and repeat until all parties involved had no initiative left.

Shadowrun favors the quick a lot more than any other system I know.
As it is I'm ok with the way Earthdawn handles it.

Statistics:Posted by PiXeL01 — Tue May 30, 2017 11:36 pm


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2017-05-30T23:04:492017-05-30T23:04:49 http://fasagames.com/forum/viewtopic.php?t=288&p=2482#p2482 <![CDATA[Initiative talk]]>
All PCs take the step for initiative. Should a character have a Talent that modifies initiative, he or she has the option of rolling initiative or just modifying his or her initiative. NPCs roll their initiative every time. Groups of NPCs that have the same initiative only roll once for the group.

Discuss! (I haven't tested this, you won't hurt my feelings. I've been listening to D&D and Shadowrun podcasts, where there are fewer initiative checks per combat)

Statistics:Posted by Slimcreeper — Tue May 30, 2017 11:04 pm


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