[UA] Best of UA2: Cascading Initiative
Chris Cooper
insectking at yahoo.com
Fri Jul 30 04:59:21 PDT 2004
The final in my submissions is my alternative
Initiative Rules: Cascading Initiative.
Note: I came up with this because I wasnt fond of the
two-tiered, Success/Fail initiative system as it
currently appears in the rules. This system has been
play-tested: it works well and it is fast.
I have posted this before and people mocked it.
Perhaps they will submit their own stuff now.
Cheers,
Chris.
Cascading Initiative (Alternate Initiative System)
There is no change to how Initiative is calculated,
nor are there any changes to the Initiative skill.
Roll your Initiative skill check.
If the check is a Success, pick the lower of the two
dice numbers as your Intiative Number.
If the check is a Failure, but is below your Speed
Stat, pick the higher of the two dice numbers as your
Intiative Number.
If the check is a Failure, but is above your Speed
Stat, the sum of the two dice is your Intiative
Number.
Rounds
The GM counts each round from 1 to 10. The Gm has the
option to continue counting past 10, from 11 to 20.
Each player calls and acts when his Initiative Number
comes up and again every ten afterwards if the round
count isnt refreshed.
Default Initiative
A characters Default Initiative is his Speed stat
with digits dropped and deducted from ten. For example
a character with a Speed of 65 has a Default
Initiative of 4 (10 (Speed 65 = 6.5 = 6) = 4).
Using Default Initiative
A character may declare to use Default Initiative
every time the round refreshes. A character can chop
and change between rolling and declaring every round
refresh.
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