INITIATIVE ROLLED VALUE # ACTIONS THIS ROUND 1-19 1 20-49 2 50-69 3 70-125 4 126+ 5 Each SUCCESS rolled on the initiative dice gives a bonus of +1D to the following round's initiative roll ONLY. Each BOTCH rolled on the initiative dice gives a penalty of -1D to the following round's initiative roll ONLY. If 2 actions are taken, the first action is taken at the appropriate initiative roll, and the 2nd action is taken 20 segments later. If 3 actions are taken, the first is at the roll, the next is 30 segments later, and the next is 20 segments later. 4 is 20/30/20, and 5 is 55/20/30/20 (the way the breaks fall). Initiative can be rolled every round, regardless of whether the player has botched the last round. If the player botches away more dice than he or she actually has in dexterity, the player still gets to roll one die (the wild die). _________________________________________________________________________ PROPOSED NEW VERSION Because the old version did not take weapon speeds into account (or did, but so poorly that the original version has been omitted), there is a new version on the chopping block. First, we up the difficulty initiative by 10: ROLLED VALUE # ACTIONS THIS ROUND 1-29 1 30-59 2 60-79 3 80-135 4 136+ 5 Then we assign weapons a speed. The speed is based on the weapon's size and ease of use. dagger:10 rapier:9 shortswd:7 spear:6 hand axe:6 club/mace:5 longswd:4 broadswd:4 2-hand swd:3 2-hand axe:2 2-hand hammer:1 bows:0 (bows are a special case: instead of initiative, they have a rate of fire. A short bow has a ROF of 6, a longbow 8, and a throwing knife 4. They fire at the rolled initiative, and then at initiative - ROF, and then init - 2ROF, and so on, until the total is less than 0) Add the weapon speed to the initiative roll, and that is your initiative roll. But why do weapons go faster? Because everything goes faster! Spells go faster too! Level 1 Spell:9 Level 2:8 Level 3:7 L4:6 L5:5 L6:4 L7:3 L8:2 L9:1 What about arbitrary actions? Skills? These have to be playtested to be more effective, but here is a guide: drink a potion:10 feed someone a potion:5 bandage someone:0 acrobatics:10 just move:10 eat a wheel of cheese:0 juggle antelopes on a tricycle:0 generally, if it only affects you, it's a 10. if it affects someone else, it's a 5. If it's really hard, it's a 0. The problem is that this assumes that everyone announces their action at the beginning of the round. Once the action is announced, it cannot be changed. GM discretion may allow a player to change if something drastic has happened, like his target got 'flame-striked' or his lover got 'flame-striked'. Basically, changing attack targets is easy. Radically opposite actions (change from attacking with an axe to drinking a potion) should incur some sort of time penalty or not be allowed. Changing an action with lots of time to spare (like an action happens at 42 and you don't go until 11) should be okay, in the grand scheme.