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SPI-like Initiative for Classic Trav?

Here are the rules I created for use with the 007 rpg...but, I'm wondering...maybe a system like this would be good for Classic Traveller as well?

I call the system "SPI", an acronym for the first three character attributes used to determine initiative in the 007 rpg (Speed, Perception, Intelligence).

If a similar system is used with Classic Trav, I'd make another acronym.

Basically, the system derives inititive order based on character stats and abilities, and that initiative order is used for every combat round. But, during a combat round, characters may challenge any other combatant for their "spot" in initiative order by making a throw. If the challenge is lost, a penalty is applied to the challenger for the rest of the round.

In order to better explain the system, here is a post I made concerning the 007 rpg...







- SPI - Initiative rules for the James Bond 007 RPG

During a combat round, initiative occurs in this order unless challenged: Speed - Perception - Intelligence.

The character with the highest Speed rating moves first. In the case of a tie, the character with the highest Perception moves first. If a tie persists, the character with the highest Intelligence moves first.

If further ties occur, then compare these attributes, one at a time, until the tie is broken: Dexterity - Willpower - Strength.

For example, James Bond and Anya Amasova have engaged each other. The game moves into combat rounds. Both characters have Speed 3, so we look at Perception. Both have PER 14, so we look at INT. Again, both have Intelligence scores of 12, so we look at their Dexterity. Anya's is DEX 14 while Bond's is DEX 12. Therefore, Anya will always move before Bond during combat rounds unless Bond is successful with a challenge.

Note that Bond and Anya are very evenly matched. Typically, initiative ties will not run that "deep".



Initiative Challenge

When a player wishes to change his initiative order, he may attempt to do so by challenging another character for their "spot" in the initiative line up. A challenge is made by rolling a Draw situation as defined by the 007 rpg rules, using normal modifiers plus any additional modifiers the GM feels appropriate. The penalty for failing a challenge is a -1 EF modifier applied to all throws the character attempts for the rest of the round.

A character may challenge any other character involved in the combat as long as neither character has acted. The challenge must be made at the outset of the character earliest in initiative order. A character is allowed one challenge per round, and a character cannot challenge another for which he has successfully defended a challenge earlier in the round (if Anya challenges Bond and loses, Bond cannot challenge Anya once it is Bond's turn to move).



Example...

Bond and Tiger Tanaka become engaged in a combat with Sir Hugo Drax,
Pussy Galore, and Jaws.

Bond: Speed 3, PER 14
Tanaka: Speed 3, PER 13
Galore: Speed 2, PER 10
Drax: Speed 2, PER 9, INT 10
Jaws: Speed 2, PER 9, INT 5


Normal initiative order for this combat would be:

1. Bond
2. Tanaka
3. Galore
4. Drax
5. Jaws


This initiative order would be used each combat round unless someone declares a challenge. Bond is leary of Drax and wishes to see what the arch villian will do before he moves. So, Bond declares a challenge against Drax. The Draw is perfomed. Bond wins. The new initiative order for this round is:

1. Tanka
2. Galore
3. Drax
4. Bond
5. Jaws


Tanaka is about to move, but the Jaws speaks up, challenging Tanka for the top spot. Jaws is close to Tanaka, and if he can take out Bond's ally, Bond will be surrounded with bad guys and moving late in the round. Jaws attempts a Draw against Tanaka but loses. This means a - 1 EF modifer will apply to all of Jaws' throws during the round, and the initiative order stays the same.

Tanka may attempt a challenge vs. anyone in the combat except Jaws. But, Tanka wants to move early, so he moves now. Galore follows, then Drax, Bond, and Jaws (with the - 1 EF).







The question, as far as Classic Traveller is concerned, is what stats would determine initiative (and in what order?). I'd probably go in this order: INT - DEX - END.

We'd call it the IDE system :smirk:.

I think the penalty for loosing a challenge should be -2 DM to all throws for the rest of the round.

I also think we should work in a way to have either Leader or Tactics (or maybe both?) to affect the system.

Question - What is the challenge roll? 2D or INT or less, with the greater difference winning the toss? Just a thought.

I'll now open the floor to your thoughts on this.
 
I can see an ID system (or DI?) but what has endurance got to do with Initiative?

Maybe it should be TIDL?
Specific training in assessing and reacting to situations in order to maximise your advantage (ie Tactics) is perhaps more important than raw intellect.

Not sure whether the ability to quickly assess a situation (Int) would be more important than gut instinct and reflexes (Dex). It might depend on the situation.

Leadership, in my book, is more about planning and inspiring/coercing. It probably includes 'taking charge of a situation', but I think this would be less important than I & D.

Just my Cr2.
 
I can see an ID system (or DI?) but what has endurance got to do with Initiative?

A lot, I think. If you're out of shape and tired, you can't act quick even if you wanted to.

Intelligence is the most important, I think. Fighters who are smart about their combat have a huge edge.

Dexterity, of course, is next in line. Just because you know what to do, you also have to be physically capable of doing it.



Maybe Leadership or Tactics can be used as a tie breaker after IDE?
 
Ok, I can go with Endurance on that basis. I'd still go with TIDE, though, and not just because it's a nice acronym. I just think professional training in situational analysis will win out. YMMV.
 
Ok, I can go with Endurance on that basis. I'd still go with TIDE, though, and not just because it's a nice acronym. I just think professional training in situational analysis will win out. YMMV.

I like throwing Tactics up there first. It'll give an edge to those few characters who have the skill, and it will be a method where characters can "learn" combat techniques.

So, yeah, throw me on the TIDE boat.
 
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