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OCIS: The Overly Complex Initiative System

I devised this quite some time ago, back when Fallout was new, and I had played through it once or twice. The SPECIAL system that Fallout used for play had this interesting turn-based combat system, where characters would have up to ten points per round to spend on various actions. What I've done is take off the cap, and have things move more "real-time" (in the strategy game sense).

First of all, players roll initiative. Let's say, on a d20. (On the other hand, something like 5d4 might work better, as it won't be so severe on poor rolls.) Any kind of initiative bonus can be added to this roll, although we'll leave that out for now. So, Alice rolls a 20, Bob has 16, and Chuck lands a 12.

As Alice has the high value, she gets to go first. Alice can do any action she wants, and the action point value of said action is subtracted from her initiative. (A special case applies to movement, as we'll soon see.) Alice reloads her rifle, which costs 3 points. Now at 17 action points, Alice still has the most, and fires the rifle at the cost of two more points. Bob now has the most points, and it's his go.

Bob doesn't want to just stand still, however. He's got ants in his pants or something, and decides that he's going to move five feet towards Chuck. Bob's particularly slow, and it takes him one point per foot. However, he can only move for as many points as it would take to tie him with the next actor, which would be Alice (again), at 15 points. I.e. Bob can only move a foot before Alice gets to go again. He takes that one step, and waits...

As you can see, there's a laddering problem here, which I have yet to work out. If Alice decides to move, she can only go for one point. Then Bob, then Alice, until Chuck comes into the story and does his thing. Then, there's determining travel speed (just saying one point per foot, or X feet, or any distance), plus adjusting values for different actions.

Let's just say this one's better for computer RPGs than for pen & paper ones, but I'd still like to see a more "real-time" combat engine for the latter.

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