Frayed Knights - Initiative and Haste
Jay Barnson talks about Initiative and Haste in Frayed Knights, both obviously important issues in a turn-based game:
Every turn, all active characters get to act in an order of initiative determined by their Reflexes, equipment, feats, and a random factor. In general, a character with a high Reflexes score, light weaponry, and light or no armor will get to act earlier in the turn than others. But due to the random factor, there are no guarantees.
The order in which your party members act is displayed by the initiative order marker – a gold circle with a black number inside it. This is updated with each action, so characters who have already taken their action(s) will have no marker. The markers only show the order of the party members, not enemies. You won’t know exactly when the enemies will act.
Nuts and Bolts: The actual formula for determining initiative order is the characters Reflexes + Weapon Speed Modifier + Armor Speed Modifier + a random value between 1 and 6. It is also increased directly by haste modifiers. The “Ready for Action” feat provides a +5 bonus to initiative on the first turn of combat.
In the case of a tie, player characters get priority ahead of enemies, ad characters closer to the front of the party get priority over those behind them.
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