I was listening to the latest episode of Order 66 podcast (ep 64) and in the interview segment, they brought up the topic of Initiative in the SWFFG system. After running this system for about 8 months now, something was niggling me about the initiative system and it wasn’t until Sam spoke about it on the podcast that it crystallised in my head.
Since initiative is resolved as a group (a feature I really like about this system) with PCs being able to use any of “PC slots”, rolling for initiative is far less individually important in this system.
I do find that rolling for initiative, adding up the dice, working out the order can really break the flow of a tense scene and I can’t help but feel like this break in the game can be time better spent.
So taking a lead from O66, I have thought of an idea for how to speed up initiative but still take important elements into account.
Each character or minion group is given two new stats, a Cool and Vigilance rank based on “2Y+G” so if your Cool is YYG, your Cool initiative rank is 5. When initiative would normally be called for, the appropriate ranks are already calculated and bad guys just slot in using their rank as well.
(This might be needlessly complicating things) I was also thinking that there is a die that doesn’t get used very much in my games and it could provide a bit of randomness in initiative order. When the GM calls for initiative, the GM rolls the Force Die and if black, adds the number of pips shown to the bad guys Initiative rank. If white, nothing changes.
I was thinking of adding the number of white pips to PC’s rank but really, they don’t need any buffs and PCs can buy Talents that can improve initiative to help them. I was also thinking to use number of Y die as a tie breaker but that feels like it could complicate things further and a simple “PCs” win ties rule can sort this out easily.
Thoughts? Feedback?