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Re: Group Initiative Supplement
Posted: Mon Nov 11, 2013 10:23 am
by Dimirag
Give the two options. Let the gm choose when the mod applies. Just for ties. First round mod. Fix mod. Etc...
Re: Group Initiative Supplement
Posted: Mon Nov 11, 2013 2:20 pm
by seandon4
Here's the latest revision based on comments (attached).
Re: Group Initiative Supplement
Posted: Thu Nov 14, 2013 11:36 pm
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.
Re: Group Initiative Supplement
Posted: Mon Nov 25, 2013 11:33 am
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.
Re: Group Initiative Supplement
Posted: Mon Feb 17, 2014 1:24 am
by seandon4
I'm in the process of play testing some of these ideas and may finish up the supplement at some point.