Initiative

Initiative determines the order of turns during Combat. Before the combat Round starts, the GM places playing cards in a deck, one of each type from 2 to Ace (one single suit). The Ace card is the highest card, and the 2 is the lowest.   The players begin discussing their strategy among themselves, and may also ask the GM questions as they discuss.   Meanwhile, the GM begins deciding what creatures not controlled by the players will do. Whenever the GM decides a course of action they up a card from the deck and place it face down near the token of that creature or group of creatures.   Whenever a player is ready, that player may pick up a card from the deck just as the GM does. There is no time limit on discussion, and decisions made during the discussion phase are not binding -- unexpected events may prompt improvisation. However, after a player picks up a card, that player may not talk further until all players and enemies have picked up cards.   After all combatants have picked up cards, turn all cards over and reveal them publicly.   When all cards are revealed, the combat Round begins. Player characters and enemies take their turns in order based on their cards -- the holder of the highest card goes first, and the holder of the lowest card goes last. At the GM’s discretion, they may make one roll for an entire group of identical creatures, so each member of the group acts at the same time.   When a Turn is taken, place that creature or player’s card face down. Allied player characters can switch cards -- and therefore turns -- at any time.   When all cards have been turned over and Turns taken, gather up the cards and shuffle them before beginning a new combat Round by drawing cards for a new drawing for initiative.

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