Team Effort Initiative

By Jamwes, in Star Wars: Edge of the Empire RPG

My group has been doing initiative as individuals. For example, my character takes the initiative slot I rolled. As opposed to the rules as written, divvy the initiative slots to each character. We decided to do initiative this way because we thought divvying slots would get confusing.

How has divvying initiative slots to each player been working out? Also, do you divvy up initiative slots only at the beginning of the fight or each turn?

Its really not confusing at all, and it makes the game SO much better. I'd encourage you not to listen to the Order 66 Podcast, where they talk about the initiative system in one of the first episodes and how it really compliments the game as a whole.

We don't divvy up anything. At the beginning of combat, there's slots like so:

PC

PC

NPC

PC

NPC

So 2 PCs (whoever wants to go) take their turn, then an NPC of the GM's choice, then the last PC, then the last NPC. Next round, repeat. Whoever wants to go first can go first, and so on. There really isn't anything complicated, and turns usually happen so quickly that you'd have to have a short term memory problem to lose track of who has or hasn't gone this round. And if you do have a problem with short term memory, it's a good chance that not everyone at the table does, so recruit a player as initiative tracker. They won't mind in the least.

I was concerned that some of my players would spend ages arguing about who takes which slot but fortunately this hasn't happened. They seem to pick which slot they want quite quickly with minimal fuss. And they don't always use the same slot each turn, so usually who ever grabs the first slot in round one lets someone else have it in round two. I'm quite pleased with them.

I was concerned that some of my players would spend ages arguing about who takes which slot but fortunately this hasn't happened. They seem to pick which slot they want quite quickly with minimal fuss. And they don't always use the same slot each turn, so usually who ever grabs the first slot in round one lets someone else have it in round two. I'm quite pleased with them.

This is what I was afraid of as well and was pleasantly surprised. There is sometimes a quick discussion at the beginning of a round if someone wants to do something in particular but it never takes more than a few seconds. I was very skeptical of the initiative system and now I absolutely love it.

The open initiative system is absolutely one of the best things I have ever seen in an RPG. It emphasizes teamwork and coordinated strategy.

Obviously, you should do what works best for your group, but I greatly prefer Edge of the Empire's rules for initiative over those of more traditional D&D-style RPGs.

What happens if a PC rolls zero successes on an initiative roll? I thought it just gave a PC slot at the end of the turn (assuming no NPCs rolled zero) and that that PC could still select an earlier slot in the initiative order (assuming the rest of the party agrees, etc), but my GM and the other players said that isn't the case. They said that if you 'fail' your initiative roll, you go last...no exceptions.

*spoiler alert*

The hidden text below describes a few of the events from the main rulebook adventure in a description of how things played out in the instance I refer to above...

We were playing the adventure from the rulebook, and decided to burst in the front door of the smuggler's warehouse guns a blazin.'

My character had the highest Brawn and Agility, and with range (light) trained, is a really good shot...so I ran point. I proceeded to roll no successes for initiative and was forced to take the last slot. Of course being out in front of our group, I took every incoming shot and it was only dumb luck on the GMs rolling for some of the NPCs ranged attacks that I didn't die right then and there. As it was, I was down to 3 wounds before I got to return fire.

Did we play this right? I re-read the initiative rules, and I didn't see anything specifically stating that failing an initiative test forces you to go last during the entire encounter.

Did we play this right? I re-read the initiative rules, and I didn't see anything specifically stating that failing an initiative test forces you to go last during the entire encounter.

It's a simple check - there is no "failing." You're just trying to aggregate successes/advantages. All the book says is that more advantages go first and that PCs win a tie. It sounds like your GMs were playing with a house rule.

My group has been doing initiative as individuals. For example, my character takes the initiative slot I rolled. As opposed to the rules as written, divvy the initiative slots to each character. We decided to do initiative this way because we thought divvying slots would get confusing.

How has divvying initiative slots to each player been working out? Also, do you divvy up initiative slots only at the beginning of the fight or each turn?

We absolutely love it!

No held actions because what you want to do is dependent on what somebody else does. Just have them go first. Really need to take the sniper out because he is seriously causing problems? Have the people in position do so before he acts again. Somebody has an awesome idea that can change the situation in your favor? have him/her go.

We just love it. Nobody in our group takes breaks or messes with their phone because everything is so fluid and interesting.

I also really love the initiative system ; i think it's a great way to do things and it opens up a whole new set of tactics and teamwork. Also, each player gets more interested and involved in each others sucess.

But...

I had a weird event in the last game I GMed. When a NPC is taken out of combat, you remove the last slot in the initiative order. In one fight, after a few rounds there was only 2 NPC left. The first NPC had acted this turn but he was shot down before the other NPC could act. I removed the last NPC slot in the initiative order... so my other NPC could not act this turn.

I wonder if I did something wrong or is this intended.
It was kinda funny to play out... saying that the last NPC was in shock seeing his last buddy shot down and just froze a second (not acting this turn)...

I had a weird event in the last game I GMed. When a NPC is taken out of combat, you remove the last slot in the initiative order. In one fight, after a few rounds there was only 2 NPC left. The first NPC had acted this turn but he was shot down before the other NPC could act. I removed the last NPC slot in the initiative order... so my other NPC could not act this turn.

I wonder if I did something wrong or is this intended.

It was kinda funny to play out... saying that the last NPC was in shock seeing his last buddy shot down and just froze a second (not acting this turn)...

I think you did a great job with that situation, using the narrative to back up the mechanics. I hadn't even thought about that possibility.

We just love it. Nobody in our group takes breaks or messes with their phone because everything is so fluid and interesting.

I've noticed this too. In our weekly PF game everyone is up getting sodas, texting, or talking on their phone while everyone else is taking their 5 minutes to complete their turn. They all know it will be 10 or 15 minutes before it gets back to them. In EotE not only is each person's turn quicker but even the order isn't set so everyone pays much closer attention.

What happens if a PC rolls zero successes on an initiative roll? I thought it just gave a PC slot at the end of the turn (assuming no NPCs rolled zero) and that that PC could still select an earlier slot in the initiative order (assuming the rest of the party agrees, etc), but my GM and the other players said that isn't the case. They said that if you 'fail' your initiative roll, you go last...no exceptions.

Did we play this right? I re-read the initiative rules, and I didn't see anything specifically stating that failing an initiative test forces you to go last during the entire encounter.

:) Edited by awayputurwpn

Has anyone actually tried using this type of initiative buy with a different game system? PF, 4E, etc?

My group tried it with Saga Edition shortly after the release of EotE beta. It didn't feel quite right, as I recall, but it was still fun.

My group tried it with Saga Edition shortly after the release of EotE beta. It didn't feel quite right, as I recall, but it was still fun.

Yeah, I was thinking about 4E but there are so many things in that game that give players initiative boosts that they might feel robbed by having earned those talents only to give them up to the group.

I wouldn't try imposing a narrative initiative system on a d20 non-narrative system at all. Neither would I do the reverse.

The first time I used FFG's initiative system was playing Warhammer (it's the same as EotE's system). The players started arguing over who should go next. I said that their characters were doing the same, and thus they lost that initiative slot this round due to the time spent arguing. It didn't happen again. :)

I'd encourage you not to listen to the Order 66 Podcast, where they talk about the initiative system in one of the first episodes and how it really compliments the game as a whole.

What's with this whole thing NOT listen to podcast 66, I don't get it but it seems like some weird joke.

Do you know what episode they talk about the initiative system in?

The podcast has an opening bit where people talk about how they don't listen to the podcast.

I'm pretty sure it is the first episode though, as suggested

I have found a good way of tracking initiative slots is to use different coloured sticky notes (I saw someone had done this on google+). So the pcs are one colour, NPCs are a different colour. As people roll initiative i just mark it on a sticky note, this makes it much easier to track what slots PCs/NPCs take as the sticky notes can be moved into the right order. This really helps if someone joins the fray after combat starts as they just roll initiative and I slot it in the right place.

I also use the sticky notes to track things during combat, NPC strain and wounds etc and also when someone passes on a boost die to the next player to act the boost dice can be physically placed on the next sticky note. It has made tracking in combat really intuitive.

What's with this whole thing NOT listen to podcast 66, I don't get it but it seems like some weird joke.

After trying to listen to two of their podcasts and failing to maintain interest it it, I can say that it's not a joke - it's a warning.

Well they do have the developers of the game on in a few episodes, which is well worth a listen... and Sam Witwer sporadically and randomly, which can be entertaining. :ph34r:

Typically my players are pretty good about asking the rest on who should go next, though there are times when I might insist that a PC goes in a specific slot. For instance our bounty hunter is quick to draw his weapon. If Initiative is called out because he got bored of negotiations and fired a shot at a mook, I would appeal to the rest of the players that the BH take the first PC slot for that round.

Edited by kaosoe

The Sam Witwer episodes are definitely worth a listen

I've been using this style of initiative since Jay introduced it in Warhammer, and I've never had an issue with it. Nine times out of ten someone just says, "I'll go next" and they take their turn. That tenth time, they agree that someone should take their action now or later based on the situation. There has never been even a real debate about it.

I had a weird event in the last game I GMed. When a NPC is taken out of combat, you remove the last slot in the initiative order. In one fight, after a few rounds there was only 2 NPC left. The first NPC had acted this turn but he was shot down before the other NPC could act. I removed the last NPC slot in the initiative order... so my other NPC could not act this turn.

I wonder if I did something wrong or is this intended.

It was kinda funny to play out... saying that the last NPC was in shock seeing his last buddy shot down and just froze a second (not acting this turn)...

I think you did a great job with that situation, using the narrative to back up the mechanics. I hadn't even thought about that possibility.

Nicely put in as a narrative, however I think that the npc should have been able to act since that 2nd npc slot is still an npc slot and there is still an npc around to use it. The next round however there is only one npc left so he gets to act on the first npc slot. It does not make sense that because his buddy is out of action he could not act, he might not even have been able to see what happens. If an npc dies and he had not acted then you are left with a slot that no-one can use.

If you run the rules like you did, then it would also hurt the pc group as well, take a similar example pc acts first and is then taken out of action by an npc who acted second, does this now mean that oneof the remaining pcs can no loner act, since the last slot is removed.