@Cory Magel
They are the same group, and we switched initiative systems 4 times or so after our switch to RM(FRP), because we didn't like the original system of phases. The last system was a rewrite of a homebrew gamesystem of a friend, which featured variable weaponspeeds, but the 2 hander fighter and the flail fighter both complained and whined because the dual tigerhook wielding rogue suddenly did more damage and criticals than they did, the rogue got to attack 3 times, to their one time and given that such heavy weapons, if you prepared enough in that system, could sometimes strike 2 times, the rogue could sometimes strike 6 times in that same round... a marked difference....
So they, the people, decided to change again and now I came up with True second by second initiative.
@Providence13
How does DB apply for the entire round in your system?
- Standard DB counts from when you are aware of the attack. Parry is active from when you make a decision on the OB/ DB split; either at Second 6 in a round, or in the case of just parrying and not attacking, from the percentage of parry from the total divided by 2, expressed as a percentage of the time elapsed in the round (or for every 20% parry wait 1 second for it to come online.) It lasts until expended, or until the next OB/ DB split moment.
Why does transferring OB to DB and attacking take less time?
- it doesn't take less time; but its already figured in the total time for a full OB attack: 100% act.
How can an attack that yields multiple crits in different areas happen?
- normally I would be cautious to allow multi crit weapons... When I do; I figure to let the same roll for the main crit to stand for all the crits. Mostly they then strike the same area...
Wielding 2 weapons in your system, the second weapon always attacks last (on the 10th sec). What is the point of winning init?
- initiative is only determined between 2 or more engaged opponents, or when 2 or more conflicting actions take place. The second attack by one opponent just comes later, after all the others are determined. When 2 opponents want to swing their off hand weapons, then roll initiative once again. The winner in these initiative battles gets to swing first and apply his damage first, thusly possibly denying the opponent the chance to swing back.
I want to explain that my TRUE second by second initiative system is based on the premise that every combatant may move or act EVERY second, so someone with a movement of 50' per round, may move one hex/ square every second. Every second, 10% of some originally longer action plays out. So someone shooting a bow is stating in sec 1 that he is taking aim, then in second 3 he gets to roll dice and add OB. Keep in mind though that even if he gets to fire in second 3, if he wants to use his full OB, he still needs to complete the action in the following 3 seconds to avoid the -30 OB, as per RAW. in the mean time the opponents continue to close in, probably sprinting, so they move 3x50' divide by 10 per second, or 3 squares/ hexes. If we continue the example: he ends shooting in second 6 so he gets to start reloading in sec 7. Reloading a long bow takes 7 more seconds so he may start taking aim in second 4 of the next round and roll for shooting the bow in second 6. The opponents scrambling to get to the archer would have closed for 13 seconds, or 39 hexes or 195' during this time. Say that one of opponents was closer than 195' away from the archer and stated during this round that he would be charging (also slowing down to just run movement), then he and the archer should roll initiative at the moment of the 2 miniature bases connecting, determining who would strike first, if they connected in second 6 of that round. if the bases connected before second 6, then he would certainly roll before the archer, possibly ruining his shot without having to check initiative. If they connected later, the archer would shoot in second 6, before the opponent could get to him.
One last clarification: the charging movement is a special rule. Given the circumstances and actions and whatnot, the charge may lead to base connection with an opponent even in second 1 of a sample round. Why I would allow the immediate resolution of the charge, or the defense against the charge, is because it happens that way, imho. People that are charged will not go through with some studied weapon kata from one of the later classes of their fighter university...they will try to defend themselves at the last minute, forgoing any prepared attacks, except, of course, set to receive charge, with all its associated perks..
By the by: stun rounds take 10 seconds to wear off...
The reason why I would want a second by second system is that now people get to see archers prepare a strike, and they get to cast instantaneous spells to counter that, and is just a small example of what works better in such a system.