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Post by lomythica on Dec 17, 2009 17:22:53 GMT
So far in the reading, the first and only thing that seemed a little hazy, was the order of who goes first in a conflict situation. I get the phases of talk, move, do, fight; but how should you determine who goes first if multiple players / NPCs / enemies have the same phase of 'intent'?
I could understand certain aspects being, all at once, like moving, but many actions may be ordered, or reactive. If everyone talks at the same time (within the game system), then no one will hear. Someon may say something different or respond to someone else.. Or change what they say because of what someone else says.
Maybe I'm overthinking this due to initiative always being a part of every game i've played before. Obviously, one person goes at a time.. I'm just wondering if there should be a way to manage it to ensure that it's fair for everyone.
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Post by lomythica on Dec 17, 2009 17:31:52 GMT
I should have read on (Duh!! I must have missed it in the Players guide, and now reading the GM Guide, I found the 'Acting at the same time' block). I see using attributes to determine order. They specify shooting as using Coordination to determine who shoots first. So, it basically comes down to what you're doing, note the applicable Attribute Score, and then go from highest to lowest.. Right?
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Post by Null and Void on Dec 17, 2009 18:07:45 GMT
I believe there are also traits that help determine that as well. For example, I believe the trait 'Run for your life' allows you to run first in the move phase, if you have it. I imagine if two characters had that, it would then default to coordination...
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Post by Curufea on Dec 17, 2009 20:13:36 GMT
I'd probably go by narrative order though.
NPC that isn't that important to the plot - likely to be icked first.
Companions and Time Lords - likely to move first.
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Post by JohnK on Dec 19, 2009 15:11:21 GMT
Hullo, Curufea, I'd probably go by narrative order though. NPC that isn't that important to the plot - likely to be icked first. Companions and Time Lords - likely to move first. This was something that I had considered changing the Initiative rules to on first reading them, but to be honest, I realized after running a quick sample combat to familiarize myself with the combat mechanics that the Initiative system is quite elegant. Still, I may experiment with this type of series of rules somewhere down the line. Good idea, though.
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Post by Corone on Dec 22, 2009 2:19:26 GMT
I think the Talkers/Movers/Doers/Fighters order is one of the best ways to maintain a Doctor Who spirit to the game. Personally I'd hate to revert to rolling initiative :-)
Mind you, if they are all in the same 'bracket' a check of Co-ordination or just a quick dice roll isn't a bad plan.
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Post by Curufea on Dec 22, 2009 4:08:03 GMT
Not sure I'd use coordination for all categories though. Maybe - Presence, Coordination, Ingenuity, Strength
Or possibly whatever the attribute is for the action you wish to perform.
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Post by lomythica on Dec 22, 2009 15:37:12 GMT
Not sure I'd use coordination for all categories though. Maybe - Presence, Coordination, Ingenuity, Strength Or possibly whatever the attribute is for the action you wish to perform. That's a very interesting idea I hadn't considered. At first I didn't think it made sense because some people are slow methodical thinkers, but I think it would still be fair, as the most ingenious ought to come up with an idea first. The only element I would add, is that for the fighting phase, I would use coordination, as that is more a measure of physical speed, and would seem more related to who goes first. Strength often isn't a good measure of speed. Aside from that, I think I may go with the attributes you recommended.
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Post by JohnK on Dec 22, 2009 19:21:35 GMT
Hullo, Corone, I think the Talkers/Movers/Doers/Fighters order is one of the best ways to maintain a Doctor Who spirit to the game. Personally I'd hate to revert to rolling initiative :-) Mind you, if they are all in the same 'bracket' a check of Co-ordination or just a quick dice roll isn't a bad plan. You're quite right about the initiative mechanic in the game. It does maintain the Doctor Who spirit that is so important to the game. Ever since I started with Exile Games' HOLLOW EARTH EXPEDITION, I haven't been able to go back to dice-based initiative systems. So I was very pleased to see the one in DW: AiTaS.
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gmjake
2nd Incarnation
Posts: 47
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Post by gmjake on Jan 6, 2010 6:24:28 GMT
when I play a game that requires an initiative roll, I usually just go by initiative bonus, I HATE rolling and keeping track of all those.
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Post by Siskoid on Jan 6, 2010 18:21:51 GMT
I think the Talkers/Movers/Doers/Fighters order is one of the best ways to maintain a Doctor Who spirit to the game. Personally I'd hate to revert to rolling initiative :-). Agreed! It's at this point that I decided the game was better than I expected. Between that and "Lethal" damage, I think we finally a game in which I won't ever hear thye dreaded "I shoot it" 5 times a turn ever again.
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Jason_WPGL
2nd Incarnation
Lord of CthuWho
Live Full, Die Empty
Posts: 152
Favourite Doctors: 2, 4, 6, 8, War, 11, 12
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Post by Jason_WPGL on Jan 7, 2010 2:58:24 GMT
I agree, the was the initiative mechanic in this game is handled does fit.
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Post by The Professor on Feb 1, 2010 17:37:53 GMT
Unfortunately, one of my players is a bit stubborn when it comes to new systems and apparently this initiative system bugs them to no end. They're use to the 'roll for initiative' method. Of course, I could be running it wrong as we're still getting the hang of everything.
How do you all handle a round during a conflict? When the conflict begins, do you have people declare actions first then run down the phases? Or just declare the phase and people who want to act then compare scores and go in order?
I've been trying to find the right style for running a conflict using the initiative system in the book.
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Post by Stormcrow on Feb 1, 2010 18:20:12 GMT
How do you all handle a round during a conflict? When the conflict begins, do you have people declare actions first then run down the phases? Or just declare the phase and people who want to act then compare scores and go in order? The former, as specified in the rules. But if someone wants to do something in the middle of one of the phases, he can do so, though penalties for multiple actions, and declaring an action late, apply. The players should have some idea of what the non-player characters are doing, especially if the NPCs are going to Run or Fight. That way they can try to Talk and interrupt whatever it is. "Nononowaitwaitwait!" Remember, in Doctor Who, you always get a speech before being attacked, you always get to run away if you can, and you always get to push the button or finish the gizmo just in time.
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kalan
1st Incarnation
Posts: 5
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Post by kalan on Feb 1, 2010 19:10:16 GMT
Well we ran the Arrowdown adventure a couple of weekends back as a test run (bearing in mind that a) this was at a local game club, b) it was for a bunch of Danes, c) they spoke Danish, and I spoke in English), the initiative system as laid out in the book works very well in practice.
We all came from game backgrounds where "roll for init" was common place, and have to say, the system in DW:AITAS was a refreshing change!
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Post by JohnK on Feb 2, 2010 15:33:42 GMT
Hullo, Professor, Unfortunately, one of my players is a bit stubborn when it comes to new systems and apparently this initiative system bugs them to no end. They're use to the 'roll for initiative' method. Of course, I could be running it wrong as we're still getting the hang of everything. To be honest, I can easily see that players coming from other, more traditional, rpgs are going to struggle with some of the mechanics of DW: AiTaS, and the Initiative system is definitely one of these. That said, has the player watched a lot of Doctor Who? If so, they should really undestand why the Initiative system is the way it is, and the fact that it works really well to emulate the way the show works. Rolling for initiative is something that could be done, I suppose, with a simple mechanic based on Awareness perhaps, but that also detracts from the "feel" of the game, imo. The Initiative system works beautifully as is, and does Doctor Who proud. How do you all handle a round during a conflict? When the conflict begins, do you have people declare actions first then run down the phases? Or just declare the phase and people who want to act then compare scores and go in order? I handle it the former way, using the method described in the book. It works really well, as experience with the system makes it easier, too. Just a matter of patience on the part of yourself and your players, and time to adjust to getting the handle and the feel of things.
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