Alternating Intitative; Or, a way to do chess encounters.

Post/Author/DateTimePost
#1

Namagem

Feb 06, 2012 8:01:11

While trying to make a chess encounter for my game, I realized that the existing initative setup doesn't work very well to show how it works, with each unit acting in turn, and therefore having far more turns than the PCs (assuming it's not just a game of chess, in which case, just use chess :P). In response, I discovered this: Alternating initative. This works on a few assumptions:


1: each PC rolls initative as normal, allowing the normal benefits of that.
2: Only one creature, known as the Chessmaster acts in place of the enemies
3: The Chessmaster acts inbetween each player's initative, ensuring that the chessmaster and the player have the same number of initatives
4: The Chessmaster may give a normal set of actions on his turn, split up as he decides to different pieces (the pieces are made as normal monsters, with pawns being minions and the other pieces being normals, and the queen and king being elites.)
5: If the King is defeated, the Chessmaster concedes, and the pieces deanimate.

This can be done for other massive combats as well, to simulate a large number of enemies without breaking the system math in half, and spending way too much time with that many units.


#2

mhbjarkistef

Feb 06, 2012 23:53:25
I did a chess encounter back when I was starting 4e, I really wish I would've seen this post back then.

What really would've helped me is the "divide actins between your pieces" bit. It would allow me to move and attack as I please. I had it that each piece only had a move action, and in that move action was its attack. It didn't work to well...
#3

Namagem

Feb 09, 2012 6:29:48
Does anyone have any thoughts, additions, criticisms, anything?