Initiative Dilemma?
Posted: Sun May 15, 2016 8:51 am
Comrades,
Love the game for its streamlined simplicity and that’s why I want to point out a hole in the initiative rules that invites the sort of complexity which runs contrary to this game’s theme. The way the initiative rules are now written, a savy spell caster can employ gamey brinksmanship to ensue his spells are never ruined during casting. The whole matter could be resolved by deleting the text which allows characters with a higher initiative number to delay acting until a lower number. Here are the relevant rule sections.
Page 15, Paragraph 2
If a spellcaster is attacked (even if not hit) or must make a saving throw (whether successful or not) on the Initiative number on which he or she is casting a spell, the spell is spoiled and lost. As a specific exception, two spell casters releasing their spells at each other on the same Initiative number will both succeed in their casting; one caster may disrupt another with a spell only if he or she has a better Initiative, and chooses to delay casting the spell until right before the other caster.
Page 44, Paragraph 4
As the GM counts down the Initiative numbers, each character or monster may act on his or her number. If desired, a combatant can choose to wait until a later number to act. If a player states that he or she is waiting for another character or monster to act, then the player character's action takes place on the same Initiative number as the creature he or she is waiting for. In this case, the player character's action is simultaneous with the creature waited for, just as if they had rolled the same number.
The Consequence:
If a spell caster loses initiative to someone else and that someone says that they will delay their attack to hit the caster on his number so as to ruin his spell then the caster, when his number comes up, can opt not to cast a spell and thereby avoid having it ruined. Instead, the caster can and should just wait until he wins the initiative and then cast. This happens for two reasons. One, there does not appear to be a requirement to declare actions before rolling for initiative (which is a good way of keeping the game simple). Two, being attacked on your initiative number ruins your spell regardless of that attack’s outcome (again a good way to keep things simple).
At first glance this may not seem like a problem, but it means that spells will never be ruined during casting since a targeted caster can always opt out of casting when targeted and just do something else. That in turn raises a host of questions about gamey foreknowledge of what the other guy is doing; not to mention this one, “If you are waiting for me to act, aren’t you in effect yielding the initiative to me?”
The problem gets even worse, when savy casters use these mechanics as bait. Imagine dueling magic users. One wins initiative with 6 and the other loses with 3. When the GM calls “6” the winner says, “I’m waiting for the loser to act and will then hit him with my spell ‘right before’ he acts.” Later, when the GM calls “3,” the loser says, “I’m acting on 1 this round.” Then the GM gets to 1 and the loser – knowing that the winner will ruin his spell if he casts – says, “I’m not doing anything this round.” What then? Does the winner’s spell go off on 1? I think so, but it’s an interesting question since he waited for someone who never acted. The very next round, the guy who rolled 3 wins with a 5 and therefore knows he is safe from interference and so the roles are reversed with one caster knowing he is safe from ruination and the other knowing he is doomed to ruination, no matter what.
The simple answer to avoid all this complexity is to just delete text which allows those with higher initiative numbers to act on lower numbers. You might instead allow people to “take 1” to represent their waiting, but allowing precise selections like, “I’ll attack him ‘right before’ he casts” creates the problems just cited.
Love the game for its streamlined simplicity and that’s why I want to point out a hole in the initiative rules that invites the sort of complexity which runs contrary to this game’s theme. The way the initiative rules are now written, a savy spell caster can employ gamey brinksmanship to ensue his spells are never ruined during casting. The whole matter could be resolved by deleting the text which allows characters with a higher initiative number to delay acting until a lower number. Here are the relevant rule sections.
Page 15, Paragraph 2
If a spellcaster is attacked (even if not hit) or must make a saving throw (whether successful or not) on the Initiative number on which he or she is casting a spell, the spell is spoiled and lost. As a specific exception, two spell casters releasing their spells at each other on the same Initiative number will both succeed in their casting; one caster may disrupt another with a spell only if he or she has a better Initiative, and chooses to delay casting the spell until right before the other caster.
Page 44, Paragraph 4
As the GM counts down the Initiative numbers, each character or monster may act on his or her number. If desired, a combatant can choose to wait until a later number to act. If a player states that he or she is waiting for another character or monster to act, then the player character's action takes place on the same Initiative number as the creature he or she is waiting for. In this case, the player character's action is simultaneous with the creature waited for, just as if they had rolled the same number.
The Consequence:
If a spell caster loses initiative to someone else and that someone says that they will delay their attack to hit the caster on his number so as to ruin his spell then the caster, when his number comes up, can opt not to cast a spell and thereby avoid having it ruined. Instead, the caster can and should just wait until he wins the initiative and then cast. This happens for two reasons. One, there does not appear to be a requirement to declare actions before rolling for initiative (which is a good way of keeping the game simple). Two, being attacked on your initiative number ruins your spell regardless of that attack’s outcome (again a good way to keep things simple).
At first glance this may not seem like a problem, but it means that spells will never be ruined during casting since a targeted caster can always opt out of casting when targeted and just do something else. That in turn raises a host of questions about gamey foreknowledge of what the other guy is doing; not to mention this one, “If you are waiting for me to act, aren’t you in effect yielding the initiative to me?”
The problem gets even worse, when savy casters use these mechanics as bait. Imagine dueling magic users. One wins initiative with 6 and the other loses with 3. When the GM calls “6” the winner says, “I’m waiting for the loser to act and will then hit him with my spell ‘right before’ he acts.” Later, when the GM calls “3,” the loser says, “I’m acting on 1 this round.” Then the GM gets to 1 and the loser – knowing that the winner will ruin his spell if he casts – says, “I’m not doing anything this round.” What then? Does the winner’s spell go off on 1? I think so, but it’s an interesting question since he waited for someone who never acted. The very next round, the guy who rolled 3 wins with a 5 and therefore knows he is safe from interference and so the roles are reversed with one caster knowing he is safe from ruination and the other knowing he is doomed to ruination, no matter what.
The simple answer to avoid all this complexity is to just delete text which allows those with higher initiative numbers to act on lower numbers. You might instead allow people to “take 1” to represent their waiting, but allowing precise selections like, “I’ll attack him ‘right before’ he casts” creates the problems just cited.