I use (essentially) 3 factors to determine who goes first.<div><br></div><div>1) is this the "first contact" or "ongoing melee"?</div><div>2) personal/weapon/action stats</div><div>3) variable random factor (no that's not redundant)</div>
<div><br></div><div>To explain, each player has 3 'initiative-function' stats.</div><div>Reach - based on their siz</div><div>Quickness - based on their dex/int, inverse of siz</div><div>Reaction - based on their dex/int</div>
<div><br></div><div>Each weapon has a Reach and Quickness rating, usually the two combine to total 5 (ie reach of 4 typically means a quickness of 1). So each character when armed has a reach value (personal + weapon) and quickness value (personal + weapon). Characters acting without a weapon* (ie casting spells, firing missiles, or performing a noncombat action) have a flat +3 to either.</div>
<div>* fists are 0/6. kicks are 1/3</div><div><br></div><div>On the first contact, reach is always used. Subsequent rounds are always quickness UNLESS the person with the long weapon is 'fending'. Without getting too far into it, fending basically means moving backwards, keeping the combat based on reach for the next round.</div>
<div><br></div><div>Finally, a d6, d8, d10, or d12 is added. A low d is used where weapon size and dex are relatively dominant, normally very movement-constricted spaces like a tight tunnel. In a totally wide-open space where movement is unconstrained, then the d12. Typically it's a d8 or d10. </div>
<div><br></div><div>Characters can move 1 hex per SR after their initiative comes up, 2 if they declared running or charging and succeed at a "run" skill check, 3 if they declared sprinting, succeed at a run roll, and are only moving straight ahead. Moving characters can perform their 2 actions, running only get one, sprinting get no other action while moving.</div>
<div><br></div><div>All of this of course is commonsense-tested....meaning someone being ambushed in a dark alley completely by surprise isn't going to start with the 'reach' value.</div><div><br></div><div>(Reaction value is used if people want to change their action mid-round, they declare the change and the SR 'cost' of their action-change is d6+ their react value.)</div>
<div><br></div><div>Some things I generally am dissatisfied with:</div><div>- too much possible variability in movement rates over a round between actors, if the initiative die is a many-sided one (ie a roll of 1 vs 10)</div>
<div>- 'reaction' is an inverse value, meaning higher is worse, just counter-intuitive.</div><div><br></div><div>It sounds quite complicated when I explain like this, but most of the calculation-stuff takes place on the character sheet and it works quite fast in application. My players seem to feel it's authentic 'enough' anyway.</div>
<div><br><br><div class="gmail_quote">On Sun, Dec 4, 2011 at 12:52 PM, steven mckenzie <span dir="ltr"><<a href="mailto:goldgrif@yahoo.com">goldgrif@yahoo.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<div><div style="color:#000;background-color:#fff;font-family:times new roman,new york,times,serif;font-size:12pt"><div><span><br></span></div>
<div>In the RQ game we have strike ranks, and some people dont seem to like them, I was wondering how people resolve the issue with size and actions ina round, I have a small hobbitt/halfling in a group that keeps wanting to fight witha short spear ( the game is a primitive setting) any ideas?</div>
<div>( BTW he is really really good with the spear, LOL)<var></var></div></div></div><br>_______________________________________________<br>
Runequest mailing list<br>
<a href="mailto:Runequest@rpgreview.net">Runequest@rpgreview.net</a><br>
<a href="http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net" target="_blank">http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net</a><br>
<br></blockquote></div><br></div>