Official ICE Forums
Systems & Settings => Rolemaster => Topic started by: Druss_the_Legend on June 26, 2015, 04:57:09 AM
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What initiative system to you use in your campaign?
im wanting to streamline the initiative system im using. roll 1d10 + Qu bonus/10.
also looking at player options during the round and want to link these with winning/losing initiative. For example if you win initiative you have more defensive options available to you. My thinking is the faster characters should be able to dodge/parry more easily.
sample rules.
If you win initiative you can:
1) full parry or
2) half parry or
3) zero parry
4) make a manouvre (eg.tumble evasion, acrobatic, disarm) and attack (at no penalty if the manouvre is successful)
If you lose initiative you can:
1) half parry or
3) zero parry
4) make a manouvre (eg.tumble evasion, acrobatic, disarm) or attack
thoughts?
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Which flavor of RM are you hosting?
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You're fighting two foes and you get the middle initiative. Did you win or lose initiative? In order to make this sufficiently relevant, assume you are using two-weapon combat to attack both foes, so you are eligible to parry both of them (but by the rules must do so by the same amount).
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Which flavor of RM are you hosting?
standard rules. the original boxed rules. not sure what version theyr called. theyre like 30yrs old.
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We normally use 1d10 + Qu bonus when using a non-overly modified RM. I may be changing that up in my next own game if I ever get to running it.
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We normally use 1d10 + Qu bonus when using a non-overly modified RM. I may be changing that up in my next own game if I ever get to running it.
nice. that will separate the fastest by a wide margin as +20bonus puts them in the top bracket most of the time but even if they roll a natural1 they are going to go b4 most average speed opponents. with them using 1/10 of their bonus they will have a better chance of beating the fast guys to initiative. ill have to try it out and see what feels right. perhaps 1/5 of their bonus will work as +5Qu translates to +1 to your d10roll.
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Mine is 2D10 + Qu bonus
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We play RMSS, so the best initiative was +10 on Qu, maybe +6 if you were a High Elf, plus any other odd things like talents. So a +20 just never happened.
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the one in the book
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Which flavor of RM are you hosting?
standard rules. the original boxed rules. not sure what version theyr called. theyre like 30yrs old.
Sounds like RM2. I don't think RMFRP or RMSS is that old yet.
For RM2 we used a simplified initiative as well. d100 OE +QU bonus. Higher initiatives could hold their action until a later turn in the round. We eliminated the separate phases and just let matters resolve in turn.
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im going with 1d20 + 1/5 stat mod. max result is 20 regardless of mods.
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Mine is 2D10 + Qu bonus
Ours too. 2d10+Qu.
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im going with 1d20 + 1/5 stat mod. max result is 20 regardless of mods.
I would suggest 2d10 as this will give you a bell curve on probabilities rather than equal probability. Seven through 13 will be your highest probability for the initiative roll compared with a 1d20 where a one is just as likely as a 20.
Just a thought.
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I use a custom combat system so my formula is a lot different but in terms of base RM I have use a number of things such as Qu, (Qu+Ag)/2, (Qu+Ag+Re)/3, etc. The reason why is that I feel often one stat can over balance things.
I also in RMSS have a cheep talent that will let you change the formula that I am using in various ways.
MDC
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Modified House Rules.
This is designed to speed play. YGMV.
1. In our RMFRP games, I make players state intent. Usually this is OB/DB split, spells, maneuvers, etc.
2. Then roll init; 2d10 + Qu bonus.
3. No phases, but you can add up to 20 pts to init by taking a penalty on your first action; 3 actions max. (Bad for Spell Fumbles)
Or players can take a penalty (up to 20 pts) on init to add to their first action. Final init must be at least 1.
This allows a slower but steady attack/action/SCSM, or a quick lunge, jumping before thinking, trying to "rush" a spell, etc.
Highest init is resolved, second, third..
Changing Action is -40 to new activity. You don't have to state instant spells; they are an instinct reaction to the situation.
I have reversed steps 2 and 3 in the past, but this is how we handle it now.