So, here I am again with a new proposal. Actually, I love the new initiative system proposed by FFG for WFRP3, but I read some criticism about the players being given too much power to coordinate themselves (although I think the same happens with fixed init games) and I thought the following could be a very simple and good addition for those who want to simulate a bit better the chaos in a combat...
Incidentally, I must say this houserule is only possible because of the system proposed for WFRP3, which really is, to me, much more inspiring than your old "fix init system"...
So here is my houserule:
- Each player should have a numerical die that allows him to choose his order in combat, i.e. if you have a group of 4 players, then each player should have a d4.
- Roll for initiative, as in the official WFRP3 rules.
- At the beginning of each turn, each player, without talking with the other players, has to choose with her die the order in which she wants to act. (two variants/extras here)
- If two players choose the same position with their dice, then the player that rolled more successes in the initiative will act first (in case of tie, roll initiative until the tie is broken).
Variant 1 for step 2: give the players 30 seconds to decide. If they have not decided by then, they must roll the die (and maybe receive 1 stress).
Variant 2 for step 2: the players must also choose their free action for this turn... paying actions can be decided as normal. Still, while a player acts, other players can only shout 1 warning, i.e. 1 sentence... (I use this in Descent and it works quite well and adds to the tension). Again, if the player does not choose his action in 30 seconds, he should pick one randomly, and possibly gain 1 stress.
As you see, this would better simulate the chaos in battle and reduce the time spent in tactics talking during a combat. Also, it avoids players working as a "perfectly oiled machine". Still, I would use this houserule only with experienced players and, at the same time, the GM has to be fair and play their monsters considering their intelligence/ willpower /fellowship attributes so that they also are a bit uncoordinated.
Do you like this houserule? Any ideas to improve it?
