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Discussing tabletop and related gaming and the Irish gaming scene so you don't have to

Oct 5, 2016

This week's hosts: Cathal, Sean and Brian.

This week, our hosts discuss various initiative systems in RPGs.

Show notes:

  • 02:00 - Single pass - Pathfinder, D&D
  • 03:42 - Group order- FFG Star Wars RPG
  • 07:51 - Kicking a can in the corner surely?
  • 09:00 - Ticks - Shadowrun, Feng Shui, Twilight 2013
  • 12:40 - Dice + Cards - Deadlands
  • 15:23 - Single pass current player decide next player - Marvel Heroic
  • 16:13 - An example of teamwork featuring Colossus... have you never heard of the Fastball Special?!?! 
  • 16:45 - Single pass static - 5th ed
  • 20:00 - Declarations of actions - Old school D&D
  • 23:05 - Roll every round vrs keeping numbers
  • 25:25 - Rocket tag gameplay
  • 26:24 - Flavour - Doctor Who Adventures in Space and Time
  • 27:33 - Don't worry Cathal, we played Ars Magica 5th edition which removed most of the madness. 4th ed had different phases within the combat round. Declaration/Movement with engagement rolls if there was a conflict in targets/goals, Missiles, Melee, Missiles (yes if you were fast enough you could get two missiles off in a round), Magic and then work out what fatigue everyone clocked up. You might think this left wizards at a big disadvantage but given the wizard would probably take a light or medium wound and then turn an entire group to a smouldering pile of ash, it was reasonably balanced and very thematic, if a bit of a headache.
  • 30:01 - Clearly whogah-boogah isn't going to work. Should always lead with Bah-weep-graaaaagnah wheep nini bong
  • 33:40 - Ending initiative / cooling off