In the previous post on initiative in Mythus I forgot to include an important part. What I covered was initial action, forgetting subsequent ones. This post is to correct that omission.
The difference between determining initiative for initial and subsequent actions is this: First, that initial initiative is determined as described in the previous post. However, when players and JM are determining initiative for any action following their first whatever initiative they get has a minimum value of one. That is to say, you just can’t perform your second action before you have performed your first.
So let’s say, what with all the shifting of position, drawing of weapon, and movement a player gets an initiative of 5. He performs his action and then decides he will be doing a follow up one. This time his initiative comes to to be a -4. But since a -4 is lower than a 5 it means his Persona will be acting at one point later than 5, meaning his effective initiative for his second action is 6. What it comes down to is, he is able to follow up his first action with another immediately. With the luck of the dice for all intents and purposes a Persona can perform a flurry of blows, so to speak, without having to follow a special rule for such.
Furthermore, while it is possible for two parties to act simultaneously, doing that isn’t always a good idea. For the time being I’m going to assume that the two parties are aware of what the other is doing, and so can decide to change his action to counter the others. That is, he may choose to perform a defensive action such as parry, block, or dodge.But by choosing defense instead of offense he has pretty much lost his turn and must therefor determine initiative again. Later I may require the two parties to check against Perception, Either (Notice) at a DR of Hard in order to notice that the other guy Is attacking them at the same time so that either, or both, can choose to defend instead. And since both in this case have had their action interrupted they would then have to determine initiative once more.
It comes down to this, in a fight you’re going to see a lot of hesitating and pausing. Which is pretty much what happens In real life, so why not an RPG?
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