Statistics:Posted by yankeeschic — Tue Jun 03, 2025 7:42 am
Statistics:Posted by yankeeschic — Sun May 25, 2025 7:09 am
Statistics:Posted by The Undying — Sun Mar 19, 2017 10:42 pm
::Edit: Ack, checked my old notes and it's -1 Init for every Hex moved (2 yards). Although the optional rule does mention higher penalties for high-Circle groups - maybe that's what I was thinking of.Initiative-Based Movement Optional Rule: Characters and creatures move fairly quickly in Earthdawn. Gamemasters who want to add a tactical element to their games can use the following guidelines to prevent characters from moving their full Movement Rates on their Initiative. Instead, they move throughout the round. For this option, characters keep track of their original Initiative Result (for the purpose of determining the use of abilities such as Swift Kick or Air Dance) and their Initiative Count. At the start of the round, they are identical. When it is a character’s turn and he wants to move, he can move 1 hex. Then all other characters with the same Initiative Count, if any, can perform Actions (and likewise move only 1 hex). The initiative count of that character is then lowered by 1. The process is now repeated until the character stops moving. The difference between the character’s Initiative Result and the Initiative Count he acted on is usually the distance he moved.
Krarg has an Initiative Result of 14 and a Movement Rate of 6. He wants to attack an Archer 5 hexes away in close combat, which requires him to move 4 hexes towards him. The gamemaster calls out Initiative values to see who goes first. When the countdown reaches 14, Krarg can take his turn, and he starts moving. He moves 1 hex, and now reduces his Initiative Count to 13. No one else acts at 14, so the gamemaster calls out 13. Again, Krarg moves 1 hex, reducing his Initiative Count to 12. No one else moves, so the gamemaster calls for 12. Again, Krarg moves 1 hex, reducing his Initiative Count to 11. However, the Archer has an Initiative Result (and as he has not yet moved, also Initiative Count) of 11. He now acts before Krarg has reached him, and uses the opportunity to loose a shot.
Some groups may be more comfortable with players calling out the different Initiative Counts while moving to create an even livelier experience of everything happening at the same time in combat. Especially when typical Initiative Results vary widely this can speed up the game. Another option is to reduce the Initiative Count by more than 1 per hex moved, this is recommended for high-Circled adept groups.
Statistics:Posted by Telarus — Sun Mar 19, 2017 8:25 pm
Statistics:Posted by Slimcreeper — Sun Mar 19, 2017 1:25 pm
Statistics:Posted by Telarus — Fri Mar 17, 2017 7:03 pm
Statistics:Posted by Avanti — Fri Mar 17, 2017 6:34 pm
Statistics:Posted by Lars Gottlieb — Tue Mar 14, 2017 1:37 pm
Statistics:Posted by Slimcreeper — Tue Mar 14, 2017 11:40 am
Statistics:Posted by The Undying — Mon Mar 13, 2017 11:32 pm
Statistics:Posted by etherial — Mon Mar 13, 2017 5:24 pm
Statistics:Posted by Avanti — Mon Mar 13, 2017 4:51 pm