Group Initiative Supplement

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Dimirag
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Re: Group Initiative Supplement

Post by Dimirag »

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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seandon4
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Location: Los Angeles, CA

Re: Group Initiative Supplement

Post by seandon4 »

Here's the latest revision based on comments (attached).
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BF-Init-Options-Supplement-r1.odt
BF Initiative Options Supplement
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seandon4
Posts: 257
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Re: Group Initiative Supplement

Post by seandon4 »

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.
saskganesh
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Joined: Wed Mar 02, 2011 10:37 am

Re: Group Initiative Supplement

Post by saskganesh »

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."
See this thread about new test for that passage.

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.
seandon4
Posts: 257
Joined: Tue Jul 23, 2013 2:35 am
Location: Los Angeles, CA

Re: Group Initiative Supplement

Post by seandon4 »

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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