Group Initiative Supplement
- Dimirag
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Re: Group Initiative Supplement
Give the two options. Let the gm choose when the mod applies. Just for ties. First round mod. Fix mod. Etc...
Sorry for any misspelling or writing error, I am not a native English speaker
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Re: Group Initiative Supplement
Here's the latest revision based on comments (attached).
- Attachments
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- BF-Init-Options-Supplement-r1.odt
- BF Initiative Options Supplement
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Re: Group Initiative Supplement
I'm not too set on the idea of having too many special cases for weapon speeds, so I put bows in the "medium" speed range for now.
I also noticed that Swords & Wizardry adds a "held initiative" phase; it works differently from holding init in BFRPG, which might be confusing; and in the spirit of being more true to Moldvay B/X I left it out for now.
I also noticed that Swords & Wizardry adds a "held initiative" phase; it works differently from holding init in BFRPG, which might be confusing; and in the spirit of being more true to Moldvay B/X I left it out for now.
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Re: Group Initiative Supplement
See this thread about new test for that passage.seandon4 wrote: Other Points
There's also a lot of confusion about BFRPG pg 15, on spell disruption: does attacked mean "attacked" or "attacked and hit".) In the spirit of the original rules, I imagine it means "attacked and hit."
viewtopic.php?f=2&t=871&start=10
"Any melee attack, even a failed attack, will disrupt spell casting, but only a successful missile weapon attack may do so."
It's not how I play, but it's BtB.
@----
3rd year of GMing BFRPG on the Savea Costa. Now back to a six player table.
3rd year of GMing BFRPG on the Savea Costa. Now back to a six player table.
Re: Group Initiative Supplement
I'm in the process of play testing some of these ideas and may finish up the supplement at some point.
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