2/27/2023 0 Comments Twilight 2000 rpg![]() Wayne Gralian MeWe Twilight 2000 group, May 2019Ī character with a current Initiative of 6+ never suffers Panic! as the result of the1D6 roll cannot exceed their Initiative unless they become wounded (page 197). It's a clean system, but is too predictable, and heavily-skewed toward the players IMO." ![]() I like the INIT mechanic, yet find it occasionally frustrating in play as well. Several factors play into it: terms served in specific careers, wounds, two actions per turn by high INIT characters, etc. It's so important high INIT characters can regularly get the drop on novices, and most everybody really. "An analysis of Initiative in v2.2 would be worthwhile. ![]() Who Has the Higher Initiative Here? Who is Panicking? Twilight: 2000 has a different Initiative approach compared to many systems, not only in terms of how Initiative is determined as a static derived characteristic but also it's interplay with two other the number of attacks/actions a character can take per turn and also somewhat uniquely in my experience, its influence on whether a character panics/freezes. ![]() and nearly as much written on discussions as to why this is important. Initiative is a common feature of most RPGs, and there are a lot of posts and articles detailing the various ways of determining who acts first. ![]()
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