Originally Posted by Luckmann
Originally Posted by Ghatt
[...]

I'm not a huge fan of it, but I believe FFGs Star Wars Imperial Assault handles initiative in a similar manner (not a huge fan of the initiative system you describe, big fan of Imperial Assault).
Imperial Assault is a boardgame and it doesn't use initiative. It's good, but the situation and the effects of the systems are simply not applicable here.

Originally Posted by Ghatt
D&D 5e has several initiative alternatives in the DMG as well, but I can't recall if they've got one like this. I know they've got one that has one entire side go before the other though.
I haven't played D&D 5e, but it is in the nature of PnP RPG:s to be mutable and adaptable, with variant rules for practically anything. Again, this isn't applicable here. The narrative interruptions, engagements and tactics of a PnP game doesn't translate - at all - to the CRPG realm.

As for one-side-before-the-other, that's common in certain tactical shooters like XCOM 2, but again, XCOM 2 doesn't use initiative at all and all the assumptions are different - it's a round-based system, not a turn-based (no matter what it says on the tin). Really, your comparisons make no sense in context.


Simply pointing out that initiative systems can vary quite dramatically in a number of different games and genres. If you can't see that, I can't help you. I'd personally prefer the initiative system from DOS1, not to mention the armor and save system too, but getting all worked up over it isn't going to fix it.

I think, to a large extent, that we all need to step back and realize that DOS 2 is its own system (it's not D&D or any other RPG or tactical game), and we need to accept that. Obviously, they aren't going to scrap the initiative system or the armor/save system, so anything we can't change via the editor we are going to have to adapt to if we're going to use this game.

Last edited by Ghatt; 21/09/17 08:50 PM.