Is this too complicated for a tabletop game?
>turn order is determined by derived initiative stat in descending order
>if your initiative stat is at least 10, you get an extra turn at -10 initiative
>same with -20 and so on
>repeat until everyone's initiative is under 10
Now here's the part I'm not sure about: on the following round, you add the remainder of the division (between 0 and 9) to your new initiative.
So for example if your initiative on the first round is 15, you get a turn at 15 and a turn at 5, then your initiative on the second round gets +5, giving you turns at 20, 10 and 0 that round.
It's so simple in my mind, and I could've sworn there's a popular tabletop RPG that does this, but I don't know what I'm doing.
>>54895003
>>turn order is determined by derived initiative stat in descending order
>>if your initiative stat is at least 10, you get an extra turn at -10 initiative
>>same with -20 and so on
>>repeat until everyone's initiative is under 10
Shadowrun, until this part:
>Now here's the part I'm not sure about: on the following round, you add the remainder of the division (between 0 and 9) to your new initiative.
>So for example if your initiative on the first round is 15, you get a turn at 15 and a turn at 5, then your initiative on the second round gets +5, giving you turns at 20, 10 and 0 that round.
>>54895003
I see what you're getting at, and the logic of the between-round initiative change. However, it's a lot to keep track of if there's 8+ participants in a fight, and I'm not sure if what it adds is necessarily worth the extra headache of teaching and tracking that bit.
Everybody will max out intiative to break the action economy. Tieing actions to stats or something else buyable will inevitably result in the players maximizing their actions.
>>54895653
Depends on how expensive initiative is to increase. The possibility of more actions is extremely enticing, as is consistently acting before opponents. However, if initiative is very expensive to purchase, it may still be a fair trade. Baseline initiative also plays a big role in initiative value, as going from one action a round to two is a massive 100% increase in what you can accomplish each round, while going from 10 to 11 is clearly less impressive (though a 10% increase to movement/damage/spell-casting etc. is still damn good).
Why not just 2.5 actions per turn instead of 15 initiative or whatever.
>>54896002
That is basically how it works, by carrying over the remainder.