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* Initiative: Initiative, as described on pg. 300, breaks down, to a point, in combat due to the way that split attack pools work. There is no specific advice in the book about using it, but we've found that all characters attacking each other should act at the same time regardless of initiative, and then anything else they're doing (such as moving) happen on their Initiative. Initiative can be used to break ties otherwise, but Storytellers lose nothing by not using the Initiative rules.
** For some clarity on Initiative, the Initiative rules seem to be ported directly forward from the V5 alpha rules scenarios, where characters did act in Initiative order, and on each characters' turn they could do a conflict. So on Initiative 11, Sasha could attack James and potentially take damage, then on Initiative 8 James could attack Sasha and potentially damage her again. It made combat even more lethal than it already is in V5. This also had Disciplines or other things happen where they were rolled in the Initiative order, as per standard legacy or other game Initiative rules.
* Surprise Attacks: This section is pretty straightforward in the book.