N
Nereida
Guest
I don't want to watch the entire videos but I'm not a fan of what Chien mentions (your whole group goes at the same time?), I'd rather see it being based on individual initiatives, otherwise you lose one aspect of the character building. I suppose it doesn't have to be that much of an issue, lots of great games like Xcom do it that way, but still…sounds wrong to me.
In the current iteration, every party member rolls initiative, then every enemy. The side with the highest roll acts first.
IE:
Character 1 rolls 25
Character 2 rolls 9
Character 3 rolls 16
Character 4 rolls 3
Enemy 1 rolls 15
Enemy 2 rolls 17
Enemy 3 rolls 22
Enemy 4 rolls 9
Result: Character party initiative roll counts as 25, Enemy party roll counts as 22, so the Character party as a whole acts first, then the whole enemy party acts, taking turns each.
I suppose that can still change, but it makes combat a bit more similar to X-Com and less as it was in DOS:2, where party members and enemies acted alternatively in initiative (aka Wits) order.
I'm not decided whether this is good or bad, I personally kind of liked better that every character and enemy acted according to their own initiative roll. In the other hand, I enjoy very much the idea of being able to set-up fun combos, and the playmaking potential that results from having a few characters to act before enemies can react is very high - and also the consequences of having someone in your party end their turn in a compromised position are greater as the enemy also gets many actions before you can do anything about it, and can easily pile up on your weak link and take them out. All of this potentially elevates the tactical weight of every decision you make.
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