Dungeons & Design & Development: Incrementing Initiative
While listening to this week's Biggus Geekus episode on combat, one or more people suggested an Action Point system, where you get points and spend them to perform actions. This is something we've worked on before, in the vein of Fallout and Fallout 2, but while listening it made me think of something different (among many other things).
My idea is that you'd roll initiative as normal, but it would only be something like 1d6 per side. This serves as everyone's base initiative value. Everyone declares actions, with your action adding to this value. Initiative then starts at 1 and increments: when it reaches a combatant's value, the action is resolved and then it declares a new action or waits. When a new action is declared it is added to the current initiative value, and then the creature resolves the action when the count reaches this new value.
For this example, let's assign some more or less arbitrary costs for various commonplace combat actions:
- Move (up to Speed) 3
- Dash (double Speed but -2 Defense) 5
- Charge 5 (but you are -2 Defense)
- Attack 5
- Spell 7
You can wait, but initiative continues to increment until you make a decision. There could also be a way to combine actions, such as by drawing a weapon and attacking, which would add +1 to the action's cost. It could be a separate action entirely with a cost of 1 or 2, but for now let's just focus on some of the more commonplace options.
For our combatants, let's say a party consisting of a fighter, rogue, and wizard runs into three skeletons. Initiative is rolled for each side, with the party getting a 3 and the skeletons getting a 4.
The skeletons are mindless so will just be Charging the nearest character, giving each of them a total initiative count of 9 (4 + the action's cost of 5 = 9). The fighter also wants to Charge, giving him a count of 8. The rogue is just going to fire his crossbow, also giving him a count of 8. The wizard is going to use Earth Grasp on one of the skeletons, giving her a count of 11.
The count starts at 1, and when it gets to 8 both the fighter and rogue resolve their attacks. Now, before the count continues both declare new actions: the fighter is going to make another attack, giving him a new count of 13. The rogue draws his arming sword, which we'll say gives him a count of 9: he draws his weapon just as each skeleton makes an attack against the fighter. The skeletons will simply attack again at 14, though the rogue will be within melee range at 12.
The wizard acts on 11, crushing a skeleton between a few slabs of conjured stone. The skeletons don't seem to be much of a threat, so she decides to draw her own arming sword and move in (this is Dungeons & Delvers so wizards can wear armor and use weapons, albeit not nearly as well as a fighter): both of these actions will be resolved on 14.
At 12 the rogue is next to a skeleton (and declares an attack that will resolve at 17), at 13 the fighter makes another attack, destroying a skeleton in the process. He prepares his next attack, which will resolve at 18. At initiative count of 14 the wizard is up close and personal, but her attack won't resolve until 19. The skeleton also gets to act at 14, attacking the fighter because it is mindless so why not. It's next attack won't trigger until 19, but by then the fighter and rogue have finished it off.
In this system initiative is never re-rolled (though it is rolled at the start of combat), and just counts upward until combat is over. The main draw is that it provides a clear opportunity to disrupt spellcasters who are in the middle of casting spells, and also allows for more granular action types. For example, an aimed shot with a bow would grant a bonus to hit, but have a higher count. A rapid shot would have a lower count, but an attack penalty.
Weapons could also have different types of attacks with their own counts and effects. An example I used in my blog post response to the combat video pertained to the longsword, which could have a profile like this:
- Swing: Reach 4, 2d6 slashing, cost 5
- Thrust: Reach 5, 1d6 piercing (AP 1), cost 5
- Stab: Reach 2, 1d6 piercing (AP 1), cost 4
- Club: Reach 3, 1d6 bludgeoning (AP 1), cost 5
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