Need a little help implementing my initiative system
Posted: Thu Jun 19, 2008 2:54 am
I looked at the documentation, and have played around with the program a bit. As a long time MT user, I've never used IT, because I use DM Genie to run my 3.5 games. But I've recently started designing a FUDGE-based sword & sorcery game. I was hoping I could detail the system here, and maybe get a little help in setting IT up correctly.
Basically, CinEpic uses simultaneous rounds that represent 3 seconds in game time. Simultaneous rounds use a single roll to determine who gets an action in the round, and the relative success of their action. It basically happens in 3 phases:
Phase 1: Combatants declare actions from lowest Reflexes to highest.
Phase 2: Everyone rolls 4dF. Dice are used along with relevant skills to determine who gets to act for the round. Characters take their actions from best roll to worst.
Phase 3: Damage is calculated and appropriate conditions are applied.
So I think I only need to have 2 phases, even though our combat is technically 3. I need a pre-roll phase, and a post roll phase. The pre-roll phase is the declaration phase. Then we roll the dice, and the first interpretation of the roll determines who gets an action in the resolution phase. So what I'd like to do is put all of the combatants in the first phase, and use the green checkmark to go through everyone's declaration of action. Then everyone rolls, and those who win their opposed rolls would be moved into the Action phase of combat. So I would just want to drag them from the Declaration Phase to the Action Phase.
One other thing I was thinking about. It would also be good for me to have a Stunned section, because that can happen very easily in CinEpic.
I am going to try and figure all of this out, but if there are any IT experts out there, I'd love some help on streamlining and customizing it.
One quick question, is there a way to alter the initiative roll? CinEpic uses the 4dF FUDGE dice mechanic. They are 4d6 with 2 pluses, 2 blanks, and 2 minuses, which give a bell curve range of -4 to +4. There are two different modifiers added to the single roll, at each phase of combat. The first modifiers added to the roll are the combat skills. The second set of modifiers added to the 4dF roll are the total ODF (Offensive Damage Factor).
This sounds a lot more confusing on paper than it plays. But if I'm going to start using IT, I want to make it as compatible with CinEpic as possible.
Basically, CinEpic uses simultaneous rounds that represent 3 seconds in game time. Simultaneous rounds use a single roll to determine who gets an action in the round, and the relative success of their action. It basically happens in 3 phases:
Phase 1: Combatants declare actions from lowest Reflexes to highest.
Phase 2: Everyone rolls 4dF. Dice are used along with relevant skills to determine who gets to act for the round. Characters take their actions from best roll to worst.
Phase 3: Damage is calculated and appropriate conditions are applied.
So I think I only need to have 2 phases, even though our combat is technically 3. I need a pre-roll phase, and a post roll phase. The pre-roll phase is the declaration phase. Then we roll the dice, and the first interpretation of the roll determines who gets an action in the resolution phase. So what I'd like to do is put all of the combatants in the first phase, and use the green checkmark to go through everyone's declaration of action. Then everyone rolls, and those who win their opposed rolls would be moved into the Action phase of combat. So I would just want to drag them from the Declaration Phase to the Action Phase.
One other thing I was thinking about. It would also be good for me to have a Stunned section, because that can happen very easily in CinEpic.
I am going to try and figure all of this out, but if there are any IT experts out there, I'd love some help on streamlining and customizing it.
One quick question, is there a way to alter the initiative roll? CinEpic uses the 4dF FUDGE dice mechanic. They are 4d6 with 2 pluses, 2 blanks, and 2 minuses, which give a bell curve range of -4 to +4. There are two different modifiers added to the single roll, at each phase of combat. The first modifiers added to the roll are the combat skills. The second set of modifiers added to the 4dF roll are the total ODF (Offensive Damage Factor).
This sounds a lot more confusing on paper than it plays. But if I'm going to start using IT, I want to make it as compatible with CinEpic as possible.