First, all characters with Quick roll three dice instead of two and choose the highest roll (plus REF) for their initiative. All characters without this advantage roll two and choose the highest roll (plus REF). This means that Quick is still a good advantage, but not quite as good as it used to be. It will also tend to even out rolls, making it harder (though obviously not impossible) to make a series of poor initiatve rolls during combat.
Second, the highest segment number is 21. Participants will have, at most, three actions in a combat round (fewer if they max out and then dodge or parry). By having no limit on initiative rounds, combats were taking longer and creating luck-based imbalances.
This entry was posted on Wednesday, July 7th, 2010 at 7:38 pm and is filed under Game Rules, HOtC Commentary. You can follow any responses to this entry through the RSS 2.0 feed.
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Initiative Changes
Effective at once, I have made two changes to Combat initiative.
First, all characters with Quick roll three dice instead of two and choose the highest roll (plus REF) for their initiative. All characters without this advantage roll two and choose the highest roll (plus REF). This means that Quick is still a good advantage, but not quite as good as it used to be. It will also tend to even out rolls, making it harder (though obviously not impossible) to make a series of poor initiatve rolls during combat.
Second, the highest segment number is 21. Participants will have, at most, three actions in a combat round (fewer if they max out and then dodge or parry). By having no limit on initiative rounds, combats were taking longer and creating luck-based imbalances.
Like this:
This entry was posted on Wednesday, July 7th, 2010 at 7:38 pm and is filed under Game Rules, HOtC Commentary. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.