Legends Roleplaying System View Login
  News  

  Backlinks (27)  



4. Turns (updated 2009/06/16)

Many situations can be resolved by simple dice contests between two characters, however, when things start to get frantic it is important that the GM ensure that every player gets a chance to do something. A "Turn" (or "Round") is an arbitrary amount of time that allows all of the characters to declare and complete one set of Actions. For a tactical melee or fire-fight a good length of time is six (6) seconds, but for strategic fleet combat one Turn might last for days. It is up to the GM to decide how long each Turn lasts, but it usually doesn't matter.

Initiative

Initiative is the order in which characters take turns and actions. For the most part the GM determines the initiative order, primarily in order to help him facilitate smooth play but also because only the GM possesses all the information about the challenges that the players are facing.

When beginning Turn-based play, the GM decides which character "has the initiative" and will take his turn first. Usually the choice is made clear by the circumstances. For example, if a hidden archer opens fire on unsuspecting targets then the archer "has the initiative" and act first. Similarly, if several people are holding a discussion and one of them draws a weapon then he has seized the initiative and should go first. Weapon range or length can also be used to determine initiative. If a group of characters has the initiative then they all take their Turns before anyone else.

Once combat has been touched off, the initiative sequence is established through a chain of character action/reactions, like dominoes. Characters enter the initiative chain in the order they were acted upon. For example, a group of archers would all shoot first, and then the first foe struck would enter the initiative and take his Turn. The GM can alter this order as he sees fit, and is responsible for deciding when characters who were not acted upon enter the initiative order.

Once this order is established it is maintained from Turn-to-Turn unless the situation changes dramatically. The GM may want to keep track of the initiative sequence in some way, such as using named cards or writing them down.

Going first is an enormous tactical advantage in combat, because you can prevent foes from taking their turns by wounding or slaying them. See "Taking the Initiative", which describes a way to steal the initiative from another character, in order to take your turn or action before its time.

Taking the Initiative (updated 2008/08/03)

The GM normally determines the order of turns and actions. For example, when two characters are approaching each other and both want to attack first, the GM will probably rule that the one with the longer weapon goes first.

A character may attempt to "take the initiative" and go ahead of his normal place. For example, is a knife fighter was approaching a spearman, he would need to take the initiative from the spearman in order to attack first. To do this, the character needs to spend dice from his Action Pool and roll them for Successes to go first. If multiple characters want to go first, then they should all roll, and their actions occur in order of Successes.

This commonly happens when a character has a Prepared Action that needs to interrupt another character's action. For example, a thief might prepare an action "I knock out the guard he comes around the corner". Later, the guard heard a noise and comes around the corner to attack suspected intruders. If the GM rules that the guard has the initiative (perhaps because he's already moving to attack) then the thief would need to take the initiative from the guard in order to attack first.