Wednesday, October 27, 2010

YDIN - Basic combat phases

Combat is in rounds and turns. Round is time what takes all participants to make their actions, turn is one individual's action. Time of one turn or round can vary greatly. In fast phased gunshooting one turn can take few seconds to fire a gun, but in space combat one turn can take several minutes to manouver the spacecraft.

Initiative

Initiative determines the order in which participants act. Usually player characters roll individual initiative, but gamemaster can roll single initiative roll for every NPC/monster with same basic initiative value.
Initiative can be re-rolled after every round, or first initiative can be used through whole combat. Highest initiative score gets to act first, second highest gets to act second and lowest gets to act last.
Character can also delay his action from his turn and act in any initiative turn he wants.

Basic Initiative

Basic initiative is character's Dexterity + Perception.


Rolling Initiative

Add result of D6 to basic initiative to determine each combatants phase to act in combat round. If you score result 6 with D6, roll again. Second roll is another action's turn in one combat round.

Examples:
Character's Dexterity is 3 and Perception 4, so basic initiative is 7. Result of D6 roll is 3, so character's turn in combat round is 7.
Character's Dexterity is 3 and Perception 4, so basic initiative is 7. Result of D6 roll is 6, so player gets to roll D6 again to score 3. Character gets to act in turns 13 and 3. With exploding die he gets to act two times in combat round.
These extra actions don't suffer negative modifiers.

More Than One Action In Turn

Character can take more than one action in a single turn. Every additional action adds one negative modifier to every roll. Three actions is maximum to perform.

Two actions in one turns is 2 negative modifier for both acts.
Three actions in one turn is 3 negative modifier for each acts.
In each extra action from exploding initiative die you can perform more than one action, but each extra turn is dealed individually.
Example:
Character takes three actions in his combat turn. He rolls his every act with three negative modifiers.

4 comments:

Shimoroka said...

I really like the idea of extra turns per round when rolling initiative. Great idea and well balanced with penalties to the actions taken place in those additional turns. I suppose, like in most systems, a faster character can choose to act later in a round and can choose to not use those extra turns.

Lets say the character can act on three turns in this round (13, 4, 1). Is the penalty applied to all 3 turns or is it incremental? Example: First round no modifier, second turn -2 modifier, third turn -3 modifier (I'm thinking -2 and -3 and not -1 and -2 since I would think it's hard to essentially multitask or act that fast within 5 seconds).

Because what if a player chooses to only use 2 of his 3 turns?

Unknown said...

You are right, faster characters with higher initiative score can bend their actions and act when ever they want. I should write that down also.

Actually, if you get more acts based on exploding die on initiative, extra actions are not negatively modified.

Negative modifiers come only in question if you choose by will to do more actions than one.

It says, that character can take more than one action in a single turn thus negative mods. If you have several actions from exploding dice, they aren't penaltized.

And modifiers are generally based on amount of acts. First action is free, two actions BOTH in -2 neg mod and three actions all in -3 neg mod.
Notice, that neg mod affects dice rolled, not calculated on target number.

I hope this cleared it a bit. Need to edit though.

Shimoroka said...

Definitely clears it up.

Unknown said...

Sometimes when writing stuff down clarifying mechanics could be ignored. Broblem is that it's all in my head and I am not _that_ good at explaining things to others (according to my gf). So thanks for commenting!