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XYQE > Fantasy role-playing > Good initiative mechanics? 2 May 2008 20:10:33

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Good initiative mechanics?

Simon Smith 2 May 2008 20:10:33
 What games out there have good mechanics for initiative? How do they work?

Two of my favorites are Feng Shui and Golden Heroes:


Feng Shui:

All characters have a Speed stat; everyone rolls D6+Speed, generating a
number of action points for the coming turn. Highest Speeds act first.
Actions usually use up three 'speed points' each, occasionally less or more.
A defensive action uses up one speed point. Hence if you rolled 15 for
initiative, and the mooks you were facing rolled 10, you might get the
character acting on initiative 15, 12, 9, 5, 1, having used a couple of action
points for defence (defending once moved the character's next action from
speed 6 to speed 5, and defending twice more moved his last action of the
round from speed 3 to speed 1). The mooks would act on 10, 7, 4, 1. This
works well at intermixing the actions of the two sides and is easy to track.
And it fits the Feng Shui genre very well.


Golden Heroes:

Initiative is rolled on a D10 for each side. Every two points by which you
beat the other side gives one 'Frame' (GH equivalent of a 'short action'; a
long action, such a a major power use, requires two consecutive frames to
perform) before the other side gets its full allowance of frames in which to
act. Disregarding mooks, each side always gets four frames, so the result of
initiative is to split the frames 4-4, 3-4-1, 2-4-2 or 1-4-3 depending on
the relative rolls. This did an excellent job of capturing the to-and-fro
nature of comic-book combat.


Both of these systems determine not only who goes first, but also provide a
way of tracking the rest of each character's actions throughout the round. I
think that is a useful - and possibly a necessary - feature for any system
that permits more than one action per character per round.


What other systems out there handle initiative in a notably elegant way?


--
Simon Smith The idea of an uncrackable digital rights management
(DRM) scheme is fundamentally flawed. Encryption is
about A sending information to B while ensuring that
C cannot read it. In DRM, B and C are the same person.
Add comment
Peter Knutsen 17 March 2008 01:45:28 permanent link ]
 Simon Smith wrote:
[...]
Feng Shui:
All characters have a Speed stat; everyone rolls D6+Speed, generating a
number of action points for the coming turn. Highest Speeds act first.
Actions usually use up three 'speed points' each, occasionally less or more.
A defensive action uses up one speed point. Hence if you rolled 15 for
initiative, and the mooks you were facing rolled 10, you might get the
character acting on initiative 15, 12, 9, 5, 1, having used a couple of action
points for defence (defending once moved the character's next action from
speed 6 to speed 5, and defending twice more moved his last action of the
round from speed 3 to speed 1). The mooks would act on 10, 7, 4, 1. This
works well at intermixing the actions of the two sides and is easy to track.
And it fits the Feng Shui genre very well.

I don't think it worked very well, and I've speciically attempted to
avoid Feng Shui's flaws in the Modern Action RPG Initiative/Action Point
system.

[...]
What other systems out there handle initiative in a notably elegant way?

I'm not going for elegant, I'm going for "performs work that should
performed", which should always be the design goal for RPG system rules.

One thing I'm very interested in, however, is whether characters should
declare the use of a defensive option before or after they know whether
the enemy's attack roll was successful (or, in both Sagatafl and MA RPG,
*how* successful the attack roll was), especially of defensive actions
(parries, dodges, and so forth) are in limited supply, with characters
being limited to one or two per Round, or each defensive action costing
Action Points.

Baseline Sagatafl has always been that you declare after, but that could
change depending on how MA RPG works out (since, in many ways, MA RPG is
my "testing ground" for various types of rules and rules structures).

--
Peter Knutsen
sagatafl.org
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Simon Smith 17 March 2008 03:26:14 permanent link ]
 In message <47dd94f1$0$15885$e­dfadb0f@dtext01.news­.tele.dk>
Peter Knutsen <peter@sagatafl.inv­alid> wrote:

Simon Smith wrote:
[...]
Feng Shui:
All characters have a Speed stat; everyone rolls D6+Speed, generating a
number of action points for the coming turn. Highest Speeds act first.
Actions usually use up three 'speed points' each, occasionally less or more.
A defensive action uses up one speed point. Hence if you rolled 15 for
initiative, and the mooks you were facing rolled 10, you might get the
character acting on initiative 15, 12, 9, 5, 1, having used a couple of action
points for defence (defending once moved the character's next action from
speed 6 to speed 5, and defending twice more moved his last action of the
round from speed 3 to speed 1). The mooks would act on 10, 7, 4, 1. This
works well at intermixing the actions of the two sides and is easy to track.
And it fits the Feng Shui genre very well.
I don't think it worked very well, and I've speciically attempted to
avoid Feng Shui's flaws in the Modern Action RPG Initiative/Action Point
system.

Funny, I thought it fit the genre that Feng Shui was trying to fit very
well. Though I doubt there are many other games where a Feng Shui-style
initiative mechanic is even appropriate. Why didn't you like it?


[...]
What other systems out there handle initiative in a notably elegant way?
I'm not going for elegant, I'm going for "performs work that should
performed", which should always be the design goal for RPG system rules.
One thing I'm very interested in, however, is whether characters should
declare the use of a defensive option before or after they know whether
the enemy's attack roll was successful (or, in both Sagatafl and MA RPG,
*how* successful the attack roll was), especially of defensive actions
(parries, dodges, and so forth) are in limited supply, with characters
being limited to one or two per Round, or each defensive action costing
Action Points.
Baseline Sagatafl has always been that you declare after, but that could
change depending on how MA RPG works out (since, in many ways, MA RPG is
my "testing ground" for various types of rules and rules structures).

Well, my take on that is that there's almost always a three-way compromise
between 1) simplicity of resolution, 2) allowing characters to act only on
the information they would have at the time, and 3) avoiding unnecessary
die-rolling. Allowing PCs to dodge only when and if they need to achieves #3
at the expense of committing sin #2. It makes any level of dodge skill that
much more effective - because you only use it when you need to, and when
there's a chance it'll actually work. Making characters dodge before they
know whether they need to forces them to be a bit more conservative, so the
same amount of dodge skill doesn't go quite as far; i.e. enforcing #2 tends
to provoke sin #3.

For competent, and particularly *super*-competent characters (e.g.
superheroes, Feng Shui characters and possibly Star Wars and James Bond
characters as well) I think it fits the genre to rig the system to make them
more efficient (this also has the benefit of speeding up combat slightly,
because there are fewer unnecessary skill rolls). James Bond is on the
boundary; let him dodge only when he needs to and you get a more
heroic/competent tone (sort of the way Cubby Broccoli pushed the character);
force him to dodge before knowing the results and the tone becomes a bit
grittier, and probably closer to Ian Fleming's original character concept.

For more realistic games, I think you have to make PCs commit to dodging
before they know if they need to, or else just use a to-hit mechanic that
assumes they're doing their best to dodge/stay under cover at all times. In
fact I had even toyed with the idea of a 'cover' skill that abstracts a
character's ability to find and take best advatange of whatever cover is
available. But at present that's a mechanic in search of a system to use it
in.

A bad system can commit all of sins #1-3. A good system, I don't see how you
can avoid one or the other of #2 or #3; they seem to be inextricably linked.


--
Simon Smith

When emailing me, please use my preferred email address, which is on my web
site at http://www.simon-sm­ith.org
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Simon Smith 18 March 2008 02:11:18 permanent link ]
 In message <7702ede7-4aca-4b92­-9811-8e7a69aea259@t­54g2000hsg.googlegro­ups.com>
gleichman <fox1_217@hotmail.c­om> wrote:

On Mar 16, 6:26pm, Simon Smith <simon_smith_n...@z­en.co.uk> wrote:
I have a completely different view of the subject.

Ahem, I said no such thing. I've not yet quite degenerated to the level of
having debates with myself in public. Please take more care with
attributions in future. If you snip everything else I say, snip my name too.



I'm no fan of random initiative systems, avoiding them completely as
little more than an extra die roll that achieves basically nothing
other than the introduction of more randomness into a mechanical
system that already has enough of that (assuming a well designed core
mechanic). That simple reason is why such mechanics are so rare in
either war-gaming or rpg design. There are of course other related
reasons.

I didn't /say/ I was only after random initiative systems either, but in
hindsight quoting two random ones and no non-random ones was likely to skew
people's assumptions. Sorry about that. I shouldn't have snipped my third
example, which was RuneQuest's Strike Rank system. That's entirely
deterministic. Handles multiple actions as well.

To be completely clear, I am specifically interested in good non-random
initiative mechanics too. Is simply resolving actions in descending order of
Dexterity necessarily the best way? Why not use descending order of one's
tactics skill - or some other relevant combat ability? If you're in a
vehicle, should the vehicle's performance play a part?

Those are the sort of questions I'm interested in. What systems actually try
to address such issues? Plain old descending order of Dex is bland and
generic, and goes right back to the game of Basic Roleplaying. What more
sophisticated takes exist out there?


Nor am I a fan of Action Points and other similar mechanics, or
limited defensive options common to these systems.as they produce very
counter-productive play due to their very nature. For example,
requiring the spending of an Action for each use of the game's primary
defensive options results in the tradition MMORPGs style of combat
when each side focuses all their fire upon a single target- something
not seen in reality or fiction outside those games when use such
mechanics.

Star Wars had a system where a single dodge roll protected you against all
incoming fire in that segment. We didn't like that because it meant the
massed fire of 100 stormtroopers probably couldn't hit a single character
with 6D dodge. The current house-ruled compromise is that one dodge protects
you against one attack, but gives you 2m free movement with which to move
towards cover. A bit of modelling suggested that it would be rare for a
character to have to move more than half a dozen metres to get to cover.


<snip>

In general, I consider the above mechanics to more suited to those
rpgs where the characters are assumed to be incompetent combatants-
unable to control even their own actions. <snip>

What about a skilled combatant leading his opponent into making errors?

For a non-combat example, I'm reminded of a lot of tennis matches I've seen,
where the better player often wins by making fewer mistakes and seemingly
inducing their opponent to make more. You can often see the same star on
opposite sides of the equation in successive matches.




Along that line, the Deadlands system is the best I've
seen, not only managing the number of actions and their order- but
also highlightning the poker deck which adds in bring the western
setting more to the forefront.

<snip>


For my typical style, I just want initiative to get out of the way as
quickly as possible. Age of Heroes has a simple Initiative value
printed on the character sheet. HERO System goes in DEX order. I'm far
more interesting in what a character does with his action then in
determining if he even has one (and I consider failed actions to
represent any occurrence of failure to act.

<snip>

Good idea. I had been using that in a restricted area of my own system,
under the called shots section, but now you come to mention it, simply
failing to act is a good generic failure mechanism, so I should use it more
widely.


--
Simon Smith

When emailing me, please use my preferred email address, which is on my web
site at http://www.simon-sm­ith.org
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Simon Smith 28 March 2008 01:05:49 permanent link ]
 In message <c9e58ed7-b3d5-42bd­-a38d-f5f916a3c1ff@m­44g2000hsc.googlegro­ups.com>
DougL <lampert.doug@gmail­.com> wrote:

Just back from a long trip and catching up.
gleichman wrote:
Nor am I a fan of Action Points and other similar mechanics, or
limited defensive options common to these systems.as they produce very
counter-productive play due to their very nature. For example,
requiring the spending of an Action for each use of the game's primary
defensive options results in the tradition MMORPGs style of combat
when each side focuses all their fire upon a single target- something
not seen in reality or fiction outside those games when use such
mechanics.
My current BESM based game one of my (many) fixes to the combat
mechanics was to allow the characters to by default to defend at full
value vs. all attacks. Most attacks are ranged and you don't dodge the
single blaster shot, you dodge all the time (unless surprised or
taking deliberate aim or on a disabled vehicle or...).
Dodging all the time is equivalent to rolling full defense vs. every
single attack, it just seems to work MUCH better.
And this game's combat does often involve the 100+ guys (or starships
or whatever) shoot at you who can only hit if they roll a ~8 or more
points higher than you do on 2d6. I can have a computer roll the 100+
guys or just use the statistical expected number of rolls of 10-12 and
have the PC roll only that number of defenses.
I find that the 100+ guys are mildly dangerous but not nearly so much
so any heroic types on the other side and that this is pretty much
what I want.
200 storm troopers should worry Luke, but 9 shouldn't be able to
trivially take him down by having the first 8 force out all his
defensive actions.

In BESM or Feng Shui, I'd tend to agree. But under the Star Wars-based rules
I'm using, I'd much, much rather only need a squad or two of stormtroopers
to threaten a character. For my setting, 200 is ridiculously many. I want to
be able to scare the PCs with eight stormtroopers, not be forced to use 800.
I want them to spend more game time scared than you do, evidently :-)­

So it does look like 'running characters out of Dodge dice' needs to remain
a part of my rules. I do find it interesting to see how a single design
decision can make the desired game mechanics diverge so radically.


What seems to work for me is to treat a high Dodge skill not as an
impenetrable 'never get hit' shield, but as a 'buys you enough time to get
to cover' skill, and the more skilled you are, the more you can get away
with before it's time to seek cover. However, I'm reliant on several
interacting effects to achieve this:

1) Every action taken (including dodges) gives you 2m of free movement.

2) A bit of back-of-the-envelop­e calculation showed that there will almost
always be some cover within half-a-dozen meters of a character's position.
And I have now embodied that as a rule of thumb; nearest cover is 1D6 meters
away, second-nearest is another 1D6 meters away from that, and so forth. In
open areas with very sparse cover, use 2D6 + 2D6 + 2D6 + ... instead. Then
roll a second D6 to grade the toughness of the cover - e.g. 1 or 2 is a
trash can, 5 or 6 is a parked vehicle, a tree, or a nice sturdy wall etc. So
whenever a fight breaks out at a random location, I can quickly populate the
area with stuff to hide behind - or blow up - with just a few die rolls. And
I plan to keep some pre-rolled sets of terrain ready for just this sort of
eventuality. /And/ I can keep adding new bits of suitable terrain as the
fight moves from place to place.

3) Being hit for even the most minor possible injury almost always knocks
you prone.

4) Being prone makes you harder or impossible to hit, and this combines with
cover; so no matter how many mooks shoot at you, once one hits and knocks
you down, that will usually be all the damage you take for the round,
because then you'll be prone behind whatever cover you'd found and the mooks
probably can't shoot at you any more.

5) Weapons fire comes in two flavours; snap and aimed. Snap fire is quick,
dirty and inaccurate, but PCs are usually skilled enough to still get hits
while using snap fire. Aimed fire is very, very accurate, but if you dodge
you lose your aim. The result is that stormtroopers who usually outnumber
their opponents almost always aim and take the chance that a couple of them
will go down to random lucky shots, while PCs usually use snap-fire, but
that means they're free to dodge when they need to.


Now, no way could I shoehorn all of that into just the dodge skill. So my
raw dodge skill does look rather too simplistic.

"9 stormtroopers shouldn't be able to trivially take him down by having
the first 8 force out all his defensive actions"

Counterintuitively,­ for my rules it appears they should - provided Luke
really is too thick to try to get under cover after eight ever-closer
warning shots.


But initiative matters because an ill-considered initiative rule could let
one side take a series of aimed shots, then move under cover where they are
safe from retaliation. I'd like some way of intermixing actions between the
two sides, while allowing for members of both sides choosing to take
differing numbers of actions. The old Star Wars rules mostly did this; all
first actions were resolved, then all second actions and so on, but that can
get rather confusing because you're constantly having to switch from one
character to another, while still keeping everybody's second and third actions
straight, along with escalating skill penalties for any extra skill uses
(e.g. dodges) which have cropped up during the round. Also, it doesn't
particularly match the films, where characters several times executed
sequences of actions without being interrupted.

Giving each character a concentrated dose of spotlight time so they can
perform all their actions in a round in a single batch is simpler and
quicker, but does not appear to mix well with the snap/aimed fire system,
which is a shame. I'm also not sure whether I want the PCs to always act in
the same order every combat round. Shuffling the action order round a bit
adds to the gane IMV, even though it adds complexity too.

Hmm. I wonder how a rule like "roll a die code based on the relative numbers
of the sides; each side then gets some number of consecutive actions
according to the die roll" might play out. Mooks taking one action apiece
could be handled in batches of maybe 3-6 mooks at a time, while a heroic PC
wanting to try a complex sequence of actions could string them all together
and resolve them in one go. That's a novel idea, for me at least.

Ultimately I'd rather not use initiative die rolls at all, but I think I
might have a bit of a play with that one anyway, just to see how it behaves.


There's still too much concentration of fire. The force-field and HP
rules both encourage it too much to avoid it. If I ever bother with
another major revision to the house rules I'll worry about that.

Sounds like a typical example of a rule system working against itself; you
have to combine fire to have a chance of piercing a force wall, therefore
the scaling rules for combined fire adopt a very gentle slope, and hence a
couple of points of difference in the value of a defence code requires a
factor of ten more attackers to counteract. But if the only thing that can
threaten a PC is an equal NPC or 1000 mooks, then your opponents will either
be an NPC or 1000 mooks, and the PCs won't be too scared even when
confronted with tens of thousands of them. If 10 mooks can threaten a PC,
they'll be a lot more respectful of 100 or 1000 mooks (well, maybe a /bit/
more - I know what some PCs can be like), and as a GM you'll have a wider
variety of credible ways in which you can challenge them. But if you make
mooks too close to the power of PCs, mooks cease to exist as a concept, and
the game tone changes radically. High-action and space-opera games seem to
/need/ mooks or they just don't work right.


Back on the subject, BESM uses random roll every round, which works
for what I'm doing but isn't really needed IMAO, fixed initiative
values would work about as well and run a bit faster.
DougL



--
Simon Smith

When emailing me, please use my preferred email address, which is on my web
site at http://www.simon-sm­ith.org
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Simon Smith 29 March 2008 16:27:35 permanent link ]
 In message <9e58aeb2-c69f-4f7f­-b795-9f4bb4c26853@i­29g2000prf.googlegro­ups.com>
DougL <lampert.doug@gmail­.com> wrote:

On Mar 27, 4:05pm, Simon Smith <simon_smith_n...@z­en.co.uk> wrote:
In message <c9e58ed7-b3d5-42bd­-a38d-f5f916a3c...@m­44g2000hsc.googlegro­ups.com>
DougL <lampert.d...@gmail­.com> wrote:
There's still too much concentration of fire. The force-field and HP
rules both encourage it too much to avoid it. If I ever bother with
another major revision to the house rules I'll worry about that.
Sounds like a typical example of a rule system working against itself; you
have to combine fire to have a chance of piercing a force wall, therefore
the scaling rules for combined fire adopt a very gentle slope, and hence a
couple of points of difference in the value of a defence code requires a
factor of ten more attackers to counteract. But if the only thing that can
threaten a PC is an equal NPC or 1000 mooks, then your opponents will either
be an NPC or 1000 mooks, and the PCs won't be too scared even when
confronted with tens of thousands of them. If 10 mooks can threaten a PC,
I think you missunderstand. This ISN'T a mook problem, it's a problem
with COMPARABLE foes. Masses of mooks can reasonably spread fire for
any number of reasons, and for the PCs since each hit kills or
disables there's no reason to concentrate fire vs. mooks.
This problem was visible recently when 6 PCs took on 2 NPCs as both
sides did nothing but "concentrate all fire on a single target till it
goes down". It's not a mook scaling problem, its an inherent problem
with any ablative defense vs. a sane attacker. And it shows up worst
in relatively even fights where taking down one foe is a significant
drop in the OpFor effectiveness.

You're right, I had misunderstood. I was getting distracted by a related
problem, which you also put quite well in your post on mook scaling.

If mooks need a 'ganging up mechanic' to threaten PCs, then under most rule
systems PCs can get even bigger benefits from using the same mechanic.
Simple example, if the ganging up mechanic includes a limit that says 'you
can't do more than double the lowest skill', highly-skilled PCs can gang up,
generate a higher skill code than mooks ever could, and probably still not
hit that limit.

This has bothered me in the past, but maybe addressing the 'concentrating
fire' problem might do a better job of fixing that issue too.

I also liked an earlier point of yours -

"HP ... encourage excessive concentration of fire to an extent that violates
both realism and genre. I have various other minor problems related to
realism (especially of recovery) but good game trumps realistic in this
case.

"But I'd like some way to fix the concentration of fire effect and encourage
people to spread out their attacks while still providing the ablative
defense and ease of use of HP, ..."

Which neatly encapsulates both the main reason to like HP and the main
reason to dislike them.


I'm thinking we need to turn the hit point system on its head and replace it
with a damage point system. Hurting everybody a little needs to be a more
effective tactic that hurting one guy lots, but without provoking a
party-wide death spiral. PCs and NPCs can survive getting hurt a little and
be driven off. But as soon as the PCs have one of their guys down (a likely
consequence of ganging up), they're chained to the area, because they won't
generally want to abandon a fallen comrade.

I also think incapacitating characters without killing them should be
easier. RuneQuest did this well; there were several ways to take a character
down (head < 0 = unconscious) which didn't kill them. It's quite easy to
produce a simple hit location system into most games; use a D6 and six hit
locations, and characters have, say 1/3 of their hit points in each location
and maybe a running hit point total. Location to minus its normal total is
destroyed, location negative is unusable, but you can't lose more than twice
a location's hit points from your total from a single blow. Hence a mighty
blow > total hit points can still kill if it hits a vital spot (e.g. head,
body), or chop off a limb, but against an equal opponent, where damage for a
single blow is, say in the region of 1/4-1/2 hit points, the usual result is
a location negative, which is a takedown, but with the character still
alive. To do that with a single ablative hit point total, you'd probably
have to use critical hits of some kind.

Maelstrom had a very elegant damage system as well, one that avoided the need
for hit locations. You tracked each wound separately as x points of damage,
and kept a running total.

When the running total exceeded a threshold, you fell unconscious, but you
didn't die unless or until it reached a higher threshold. Bleeding and
fatigue were easy to handle within the rules as well.

e.g. something like:
Dead: 100
Unconscious: 70
Current wounds: 12, 13, 3, 22
Total: 50


--
Simon Smith

When emailing me, please use my preferred email address, which is on my web
site at http://www.simon-sm­ith.org
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Simon Smith 29 March 2008 17:01:07 permanent link ]
 In message <9365a6874f.zen4441­2@zen.co.uk>
Simon Smith <simon_smith_news@z­en.co.uk> wrote:

<snip>

I'm thinking we need to turn the hit point system on its head and replace it
with a damage point system. Hurting everybody a little needs to be a more
effective tactic that hurting one guy lots, but without provoking a
party-wide death spiral. PCs and NPCs can survive getting hurt a little and
be driven off. But as soon as the PCs have one of their guys down (a likely
consequence of ganging up), they're chained to the area, because they won't
generally want to abandon a fallen comrade.

<snip>

Qucik follow-up before I forget; maybe something to look at is to give
unengaged opponents a significant skill bonus? Then there's an incentive to
spread one's attacks as widely as possible.

--
Simon Smith

When emailing me, please use my preferred email address, which is on my web
site at http://www.simon-sm­ith.org
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Ed Chauvin IV 30 March 2008 04:43:07 permanent link ]
 Mere moments before death, Simon Smith <simon_smith_news@z­en.co.uk>
hastily scrawled:

In message <9365a6874f.zen4441­2@zen.co.uk>
Simon Smith <simon_smith_news@z­en.co.uk> wrote:
<snip>
I'm thinking we need to turn the hit point system on its head and replace it
with a damage point system. Hurting everybody a little needs to be a more
effective tactic that hurting one guy lots, but without provoking a
party-wide death spiral. PCs and NPCs can survive getting hurt a little and
be driven off. But as soon as the PCs have one of their guys down (a likely
consequence of ganging up), they're chained to the area, because they won't
generally want to abandon a fallen comrade.
<snip>
Qucik follow-up before I forget; maybe something to look at is to give
unengaged opponents a significant skill bonus? Then there's an incentive to
spread one's attacks as widely as possible.

Though I don't think "concentration of fire" is the "problem" it's
being made out to be[1], this would probably work better as a penalty
to characters that are being attacked.

[1]: It's not a problem peculiar to rpg systems, it's just a simple
fact that reducing the number of the opposing force, and therefore his
ability to attack your force, is more tactically sound than reducing
the overall strength of that force without reducing it's ability to
return fire. There's a reason that real world modern militaries use
concentration of fire whenever possible.



--
DISCLAIMER : WARNING: RULE # 196 is X-rated in that to calculate L,
use X = [(C2/10)^2], and RULE # 193 which is NOT meant to be read by
kids, since RULE # 187 EXPLAINS homosexuality mathematically, using
modifier G @ 11.

"I always feel left out when someone *else* gets killfiled."
--Terry Austin
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Tim Little 30 March 2008 04:59:08 permanent link ]
 On 2008-03-30, Ed Chauvin IV <edcfour@gmail.com>­ wrote:
[1]: It's not a problem peculiar to rpg systems, it's just a simple
fact that reducing the number of the opposing force, and therefore his
ability to attack your force, is more tactically sound than reducing
the overall strength of that force without reducing it's ability to
return fire.

It may be tactically sound, but in RPGs it's often not as much fun.

In that sense it is a problem more peculiar to RPGs: most other
situations where the tactic arises are either not concerned at all
about whether the conflict is fun or not, or are broader in scale
where it doesn't matter if some nameless unit is being singled out for
concentrated destruction.


- Tim
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Simon Smith 3 April 2008 01:44:54 permanent link ]
 In message <354209a5-f0c7-404a­-94d8-17f2b2a517b6@m­3g2000hsc.googlegrou­ps.com>
DougL <lampert.doug@gmail­.com> wrote:

On Apr 1, 5:31pm, psychohist <psychoh...@aol.com­> wrote:
Simon Smith posts, in part:
Qucik follow-up before I forget; maybe something to
look at is to give unengaged opponents a significant
skill bonus? Then there's an incentive to spread
one's attacks as widely as possible.
I think that would help. In real infantry battles, most ammunition is
expended just to force the opponents to keep their heads down so they
can't shoot back at you as accurately.
Problems are:
(a) unless most characters have multiple attacks it gives a large
advantage to the side with a noticable numeric advantage regardless of
the quality of the fighters, I don't want my heroes to be
substantially superior if they drag allong 200 or more otherwise
useless cannon fodder to "attack" people on the other side.
(b) if most characters DO have multiple attacks or large area ranged
attacks available then in comparable force fights I can spend one
attack on each foe (or one weak area attack on the entire enemy force)
to force him to keep his head down, then concentrate all the other
attacks. Especially if some attacks are weaker than others this
becomes a compellingly good option with the strong attacks
concentrated.
(c) With bullets or similar ranged attacks the character realistically
doesn't actually KNOW that he's being attacked, everyone is already
dodging, so there's no excuse for anyone to take a penalty just
because someone 'actually' shot at him rather than just scattering
fire over the area.
(d) This is potentially a record keeping mess in large fights. I need
not just an initiative value and damage total for everybody but also a
record of how long it's been since he was attacked and whether his
head is still down.
This sort of thing is why my current "best idea" would use a "damaging
hit" as the trigger for being forced to fight defensively. But this
runs into
(e) if it ISN'T fairly trivial to force defensive fighting then
forcing it on most of the opposing force causes a possible death
spiral.


If side A has X attacks and side B has >X fighters, some fighters on side B
won't be attacked. So one could come up with perhaps a random mechanic to
choose whether a given fighter is under threat or not. However, given a case
of 10000vs1000 fighters, there might still only be 800 engaged on one side
and 600 on the other, because there's other attackers or defenders blocking
line of sight. As forces get larger and larger, line-of-sight issues start
to matter, and it probably takes a wargame-like system to handle this sort
of thing well, rather than an RPG.


One real-world datum; soldiers are usually trained to ignore ineffective
incoming fire. (British solders are, anyway.) The definition of 'effective
incoming fire' is the fellow in front of you grunting and collapsing, or
dust kicking up all around you from bullets hitting. At this point you react
pretty smartish. But until that point, you don't waste time responding. So,
assuming competent combatants, a mass combat system ought to take that
behaviour into account, and ensure that it is the optimum behaviour within
the rules.

This would mean until the opposing units have taken 'a damaging hit' none of
them count as engaged. Once one of them has, all nearby units need to
respond. Unfortunately 'nearby' is a rather vague term that would take some
work to define. And these rules only work well for fire combat involving
bullet-like weapons. Optimum behaviour against other weapon types is
different.

What's more, optimum behaviour under many RPG rule systems is decidedly
screwy, and that often causes SoD problems. I think well-trained NPCs should
always behave optimally /for the game rules in question/, mainly because
no-one could possibly determine the correct real-world optimum behaviour for
all the strange stuff that goes on during RPGs. Then you have to take steps
to minimise the SoD problems due to screwy rules, which takes work.


This discussion has helped crystallise my own views on the most important
element of initiative for my kind of games. Enumerating all the
possibilities, there's:

PCs outnumbering inferior opponents (e.g. A) 6 PCs vs B) two mooks)

PCs outnumbering superior opponents (e.g. A) 6 Star Wars PCs vs B) Darth
Vader)

PCs outnumbered by inferior opponents (e.g. A) 6 PCs vs B) a horde of
stormtroopers)

PCs outnumbered by superior opponents (e.g. A) a 1st level starting PC vs B)
200 8th level members of the Dread Legion) Hopefully the PC will try to run away
or hide.

PCs A) match numbers with superior opponents B)
PCs A) match numbers with inferior opponents B)
PCs A) match numbers with equal opponents B)

In all possible cases, I want the underdogs to act first; lowest numbers,
then lowest skill if there's a tie on numbers. So for the seven cases
listed, the side to act first is B) B) A) A) A) B) and in the final case I
think I'd either toss a coin or roleplay it out, or take
pschological/dramat­ic factors into account when deciding which side is
'superior'.

This is partly a dramatist approach; if the underdogs are NPCs, they may
well only get this one chance /to/ act. Giving the weaker side a chance to
act first helps the PCs when they need it, and hinders them slightly when
they don't need help.

Adding NPC mooks to flesh out one side doesn't affect the calculation much;
outnumbered/underdo­gs act first anyway, whether they're outnumbered 90:100
or 1:100. If the PCs manage to become overdogs, they hand initiative to the
other side. That would suit my games very well.


OK, this doesn't address the graceful handling of large number imbalances
between sides, but I do feel I've made some progress ...

--
Simon Smith

When emailing me, please use my preferred email address, which is on my web
site at http://www.simon-sm­ith.org
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Rick Pikul 24 April 2008 19:39:50 permanent link ]
 On Thu, 24 Apr 2008 05:03:24 -0700, gleichman wrote:

On Apr 22, 7:44pm, Magister <magis...@tds.net> wrote:

The example is somewhat (that is, very) contrived,
Indeed. The requirement of simultaneous attacks alone makes it so,
very few games use that mechanic and for good reason.

However, quite a few games have used predeclared actions or penalize
switching targets.

And as a very
core element of the example, it required targets that basically
benefited little from the HP system.

As a simplification, I'd say that was worth it for an example. "Light on
HP" is a good stand-in for various types of systemic glass jaws.

At best, this is the exception that proves the rule.

It does point out one direction to go in to encourage spreading fire:
Include the possibilities of quick kills and wasted fire.

--
Phoenix
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Rick Pikul 25 April 2008 10:46:00 permanent link ]
 On Thu, 24 Apr 2008 09:17:00 -0700, gleichman wrote:

On Apr 24, 10:39am, "Rick Pikul" <rwpi...@sympatico.­ca> wrote:
However, quite a few games have used predeclared actions or penalize
switching targets.
"quite a few"? Burning Wheel does, but that's just about the end of it
from my memory.

AD&D had predeclared actions, I find it strange that you don't remember
that.

Penalizing target switching is most commonly in the form of removing a
bonus for sustained fire, although I have seen a couple of cases where you
have to do something like 'spend an action to acquire a new target', (both
times involving mecha combat). Of course, there is also the possibility of
having to move to switch targets, but in most cases where that applies you
don't have a concentration of fire issue in the first place.

It does point out one direction to go in to encourage spreading fire:
Include the possibilities of quick kills and wasted fire.
You go for it. I'll pass thank you.

It doesn't matter if you would use the class of solutions suggested, that
such a class was suggested is all that was required to disprove your
dismissal of the example.


Now, even without predeclared actions, there are ways of getting this kind
of effect. Such as DougL's idea of not falling over until your
action.

Another idea along these lines that comes to my mind is the possibility of
getting results, (like stunning the target), which will hamper the targets
next action by some absolute amount. If you don't know that you have
stunned the target, and there is a reasonable chance of getting such a
result, there is a benefit in spreading the party's fire.

--
Phoenix
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Rick Pikul 25 April 2008 20:20:49 permanent link ]
 On Fri, 25 Apr 2008 03:53:26 -0700, gleichman wrote:

On Apr 25, 1:46am, "Rick Pikul" <rwpi...@sympatico.­ca> wrote:
AD&D had predeclared actions, I find it strange that you don't remember
that.
Likely because no one I've ever encountered actually played AD&D as
written.

Everyone I've encountered in RL played this way, and that includes what
was one of the longest running AD&D tournaments in the world.

Reading the Player's Manual now, I can see why I've never seen anyone
predeclare. It never states that actions are pre-declared, only
implies it in the combat example. That implication may only be a
writing style choice rather and a detail of the sequence.

A 'style choice' that was consistently used in every TSR description of
play dating right back to articles in The Strategic Review. A 'style
choice' that is required for things like casting interruption to work as
written.

A 'style choice' that resulted in non-example text like: "The activity of
player characters and player character-directed creatures must be stated
precisely and without delay at the start of each melee round." (1ed DMG)
or:

"Within a combat round, there is a set series of steps which must be
followed. These steps are:

1. The DM decides what actions the monsters or NPCs will take, including
casting spells (if any).
2. The players indicate what their characters will do, including casting
spells (if any).
3. Initiative is determined.
4. Attacks are made in order of initiative."

(2ed DMG)

It doesn't matter if you would use the class of solutions suggested, that
such a class was suggested is all that was required to disprove your
dismissal of the example.
Give me a freakin' break.
Someone wins a lottery is no reason for any rational person to burn
hundreds of dollars a week on lottery tickets. Or even one buck a
week. You do know what "exception that proves the rule" means don't
you?

Yes, and you used it wrong.

It does not apply to illustrative examples. You do know what an
illustrative example is, don't you?

Illustrative examples often use unlikely or unusual situations in order to
highlight the idea being described.

Another idea along these lines that comes to my mind is the possibility of
getting results, (like stunning the target), which will hamper the targets
next action by some absolute amount. If you don't know that you have
stunned the target, and there is a reasonable chance of getting such a
result, there is a benefit in spreading the party's fire.
Stun rates would have to be too high in order to offset the advantage
of focused fire. As a result players would likely rebel when it was
apply against them.

That entirely depends on how stunning, (or whatever), is determined. For
instance, basing stun resistance on a statistic that tends to be higher
in PCs and major NPCs.

I have also seen games that give a very high chance of significant penalty
resulting from an attack. This comes about by allowing those not being
shot at to gain bonuses on their attacks, (either directly, or by making
it safe to choose an attack bonus/defense penalty tradeoff), or giving an
attack penalty for being under fire, (both of these are functionally
equivalent).

--
Phoenix
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Rick Pikul 26 April 2008 07:14:46 permanent link ]
 On Fri, 25 Apr 2008 11:15:31 -0700, gleichman wrote:

On Apr 25, 11:20am, "Rick Pikul" <rwpi...@sympatico.­ca> wrote:
(2ed DMG)
You said 1st edition D&D, never played 2nd. Never would want to.

Incorrect, I said AD&D with no reference to which edition because it was
true for both.

To restore the bit from the 1st edition DMG that you deleted:

"The activity of player characters and player character-directed creatures
must be stated precisely and without delay at the start of each melee
round." (1ed DMG)

That entirely depends on how stunning, (or whatever), is determined. For
instance, basing stun resistance on a statistic that tends to be higher
in PCs and major NPCs.
Which doesn't solve the problem originally detailed now does it.

This general track for solving the problem only requires that glass jaw
effects showing up be worthy of consideration by the players, not that they
show up all of the time.

I have also seen games that give a very high chance of significant
penalty resulting from an attack.
Which greatly expands the importance of Initiative.

That depends on implementation and the tactical situation involved.
Although anything that increases the chance of a quick kill impacts the
importance of firing first, it is very easy to keep that from being a
great impact.

For instance, if you are to combine this sort of choice being predeclared,
(even if actions are not themselves predeclared), with ablative HP
sufficient that single-shot kills of the PCs do not happen. Depending on
how the numbers work out, the benefit of denying the enemy the chance to
take careful shots can be enough that it is better to do that than to
focus and take them out one at a time.

In a cyclic system, you can simply use the full round of vulnerability,
(for +A/-D trades), or the need for a full round free of fire, (for
suppression penalties/lack of suppression bonuses), to cancel out
initiative advantages after the first cycle of attacks.

It also introduces a serious whiff factor when applied to PCs, which will
in most cases result in serious pushback. Players don't like too much
whiff,

IME players don't complain or push back against things like not being able
to get things like careful aim bonuses most of the time, with safe access
to them being a benefit of having a superior tactical position, (or a
consolation prize for being irrelevant).

Look at it the other way around: Don't think of it as those being shot at
are going to miss, think of it as those _not_ being shot at are going to
hit almost all the time.

There is no such thing as a free lunch. You do anything to correct the
problem, you cause other ones.

While there are tradeoffs, you have yet to back up them being showstoppers
or even simply neutral.

--
Phoenix
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Tussock 2 May 2008 20:10:33 permanent link ]
 psychohist wrote:

My own favorite initiative mechanics are of course those in my own home
brew Eastern Isles system. This system is designed primarily for melee.
In each round, each character has a certain number of active blows, and
may also have some reactive blows, with small variations in the numbers
based on attributes and experience level. At any given point, the
character with the most active blows has the option to act; of
characters tied for the most active blows, the character with the most
reactive blows may act; in case of a tie there as well, the character
with the most endurance remaining acts. Typically an action is an
attack that uses an active blow; when attacked, a character may use a
reactive blow - or an active blow if no reactive blows are available -
to parry. Typically, an unparried attack is likely to hit and a parried
attack has a much smaller chance of hitting, though the specific chances
depend on skill level.

You run out of defences pretty quick against multiple opponents in
such systems, though I suppose that's the intent. I presume you'd scale
HP and number of blows the same.
Interesting, but it reads like it'd bog down in a free moving 5 vs 10
fight, with the constant checks for init.

Any option for converting defence into attack, to encourage attacks
to be spread around a little? 2:1?

Between evenly matched characters, this typically results in the
characters taking turns attacking, as attacking reduces the active blows
that are primarily used to determine initiative. However, if a
defending character runs out of reactive blows and continues to parry,
he'll stay below the attacker in available blows. This permits an
attacker with a sufficient superiority in blows to keep the opponent on
the defensive. The defender can temporarily regain initiative by
refraining from parrying a blow.

Or, presumably, if there's a flat miss. Hmm, you'll not often attack
someone who's got twice the att/def numbers, but if there's three of you
with those same numbers it's pretty dangerous for him to attack you at
all. Depending on the odds. Heh, not enough information.

Most of the people who have played this system like it because it
provides a lot of choices - whether or not to parry, when to attack,
when to pass the initiative - which affect the flow of the fight.

Passing would seem a cheat. Get your weaker buddy to use up the
enemy's defence, wait 'till he uses up his attacks, then smash his
defenceless self. If characters can easily survive the whole round, that
seems the optimal pattern.
Unless, perhaps, defences don't really matter.

Plus, it's more to my liking waiting just burns up your actions.

Initiative is dynamic, but as a result of decisions the players have
control over, rather than as a result of a random die roll.
There is a certain amount of focusing of attacks, but since people have
to move to melee a different target, this does not trivialize the
strategy.

You must have some threat in the game that forces people to close
with their opponents, as a shield-wall of PCs should really just wait and
attack on mass anyone who approached. Their own spellcaster could hang
out behind and do his own thing.

OK, that's kinda true in most systems, and still players don't do it.
Usually because they're the agressors and are quite keen on getting at
and killing the bad guys before they up and leave.


For firearms combat, [...].

UFO: enemy unknown. Teamwise moves (interspersed as seen fit) with
action points per unit (effectivly 12 APs, with shots using 3, 4, 6, or 8
APs). Unused APs can be used to fire as the enemy team moves, depending
on who has the higher remaining APs+reactions.
APs reset at the start of each turn, fatigue eventually dragging down
the maximum you can spend on movement per turn.

Interestingly, if you're in a good defensive position, it's usually
not worth moving out to attack, but getting into that position without
getting wiped out across open ground can be quite tricky. Picking a good
door man with very high reactions is key to weeding out the last couple
of enemy, as guys with good accuracy hang back on guard.

Probably far too complex for a tabletop game, and perhaps not much
fun for the snipers, but a great system on the PC.

--
tussock

I'm like a box of chocolates; you never know what you're gunna get.
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XYQE > Fantasy role-playing > Good initiative mechanics? 2 May 2008 20:10:33

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