Problems with the Initiative Phase
Well, while prepping a new playtest scenario I have found a problem with the initiative phase:
At the moment, characters are activated starting with those with the lowest Initiative, thus starting with characters with Initiative 1. The problem is anyone can steal the turn to an Initiative 1 character, and if you want to go before another character that wants too, you just roll off. Meaning in the end that all the system is just a succession of roll offs with no real input from the Initiative characteristic.
I am pondering several solutions:
1st: To activate you choose the value of Initiative you want to add to the d10 roll. Then, if you win the roll, you would have to activate a character of that Initiative value.
2nd: Before rolling the dice each player chooses a character to activate. The player that activated last choses miniature first. Then both players roll adding the Initiative of their chosen character to the die.
3ed: The miniature with the highest Initiative goes first. There is a roll off if someone wants to activate a character of the same Initiative too.
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COR
An engine that will cover eventually from the most narrative roleplay gaming up to solitaire tactical miniature gaming.
Status | In development |
Category | Physical game |
Author | Boreas Wargaming |
Genre | Role Playing |
Tags | Co-op, Game engine, Narrative, solo-miniatures, Tabletop, Tactical |
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