24 March 2021

Earthdawn 4E: Rules Variant 19 - Revised Initiative (Part 1)

This is the nineteenth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Rolling for Initiative each round is something somewhat but not entirely unique to Earthdawn. It’s also a common point to look at ways to simplify this process because it is another set of rolls, followed by organizing Initiative, action declaration (at some tables), etc. While this may not take much time with a practiced group, it can feel like it takes a while to some.

While it may seem like an easy fix, it’s not. That process is deeply embedded in the system. Some abilities boost Initiative, while others require a higher result, and others provide a bonus based on the difference. There’s also the element of chance where you can’t exactly plan out subsequent turns because the order is an unknown. This adds to the chaos and danger of a conflict. The shifting tides of battle are a good thing.

However, this rules variant attempts to simplify the process without fully removing the tactical element and shifting Initiative based on the actual events of the conflict.

Below is a list of the changes:
  • Determine Initiative at the beginning of combat.
  • Initiative is not determined at the beginning of each round.
    • Initiative results carry over through each round.
    • Temporary bonuses to Initiative affect only the next round (or the specified duration).
    • Talents that specify successes do not reduce the Initiative result when these successes are spent. They didn’t before, just making this clear.
  • Rounds are still tracked.
  • If a target is successfully attacked and could suffer damage, they suffer a -2 penalty to their Initiative.
  • Penalties from Harried and Wounds affect characters’ current Initiative result.
    • Bonuses from Fury improve their current Initiative result.
  • Creatures which aren’t animal companions don’t pay Strain to use the “Take the Initiative” combat option.
What Do These Changes Mean?

Initiative is determined once for the encounter. After that, only abilities that specifically modify Initiative and getting hit need to be tracked. Which can be simple tally marks in practice. This offers some small disincentivization for ganging up on one opponent at a time, as the others gain a small Initiative boost, while it also allows backline characters to slowly increase how quickly they act as they can take a greater view of the conflict since they aren’t under attack as frequently.

It also makes a high Initiative character acting as the tank more risky, particularly if they are relying on that high Initiative to maintain their talents that provide Defense bonuses. It also makes high armor, low avoidance more difficult when paired with high Initiative. This aspect is a question, but nothing is going to come out exactly the same with major changes. However, Gauntlets aren’t going to care at all—the end of the order is where they live.

High Initiative characters can get more out of Take the Initiative with some knacks, however it’s not free. Initiative boosting talents (where that is their focus) also last for the entire encounter. The hope is this streamlines the process while still adding some tactical complexity and depth, even if it is a different sort than was around previously.

Some abilities changed and there are new knacks based on these updates. Most abilities are unaffected, but it’s possible I missed something.

I don't know if this variant is a good idea or not, but it hopefully achieves the goals of being simpler than rolling Initiative every round and still having tactical depth and meaning. Figuring all this out involves actual testing in play.

This variant introduces a lot of keywords. Don't worry about them, they are shorthand and covered in the text of the abilities. Their meaning should be clear from context, but they don't impart any additional meaning to the abilities either.

Talents

Air Dance
Step: Rank+DEX
Action: Free
Strain: 3+
Skill Use: No
Keywords: Air. Exclusive. Karma. Replacement.
The adept floats on a thin cushion of air, allowing them to perform quick, gliding movements, and rapid attacks. Air Dance requires the adept be able to move. Windlings may use this talent while flying, but it cannot be combined with other talents that use forms of magical flight, such as Gliding Stride. This talent does not allow an adept to remain suspended in midair, move over surfaces that would not support their weight (e.g., water or a rickety floor), or do anything to reduce falling damage.

The adept replaces their Air Dance Step for their Dexterity Step when making their Initiative test and applying any other bonuses to Initiative (e.g., Discipline bonuses). Each round, the adept may spend 1 Strain as a Simple action to compare their current Initiative result to a target within close combat range. If the adept has three successes, the adept may make an additional close combat attack (use Melee Weapons or Unarmed Combat) against that target. This attack is made as a Free action after the target completes their turn. This talent lasts for the encounter and cannot be used with Cobra Strike.

Chilling Strike
Step: Rank
Action: Simple
Strain: 1
Skill Use: No
Keywords: Impairment. Water-Cold.
The adept plunges their weapon into freezing temperatures, causing frost to appear on it. In addition to normal damage after a successful close combat Attack, the adept causes a penalty equal to their Chilling Strike rank to the target’s Initiative result during the next round. This cannot reduce the Initiative result below 1.

Cobra Strike
Step: Rank+DEX
Action: Special
Strain: 3+
Skill Use: No
Keywords: Exclusive. Karma. Replacement.
The adept attacks suddenly and unexpectedly. The adept substitutes their Cobra Strike Step for their Dexterity Step when making their Initiative test and applying any other bonuses to Initiative (e.g., Discipline bonuses). Each round if the adept’s first attack is close combat, the adept may spend 1 Strain as a Simple action and compare their current Initiative result to their target. The adept gains +2 to the Attack for each success. This talent lasts for the encounter and cannot be used with Air Dance.

Tiger Spring
Step: Rank
Action: Free
Strain: 3
Skill Use: No
Keywords: None
The adept reacts more quickly than normal in combat, adding their Tiger Spring rank as a bonus to their Initiative test. Tiger Spring can be used with other talents that improve Initiative, such as Air Dance and Cobra Strike. This talent lasts for the encounter.

Wing Blitz
Step: Rank
Action: Free
Strain: 3
Skill Use: No
Keywords: Air-Electricity.
Electricity crackles along the adept’s body and they move as a lightning strike. The adept adds their Wing Blitz rank as a bonus to their Initiative test. Wing Blitz can be used with other talents that improve Initiative, such as Air Dance and Cobra Strike. The adept must be flying under their own power. This talent lasts for the encounter.

Knacks

Air Boost
Talent: Air Dance
Requirements: Rank 5
Restrictions: None
Step: NA
Action: Free
Strain: 1
Skill Use: No
Keywords: Unrestricted.
The adept gains +2 an additional when they use the Take the Initiative combat option. When this is used, it is not considered using a knack for limitations on knack or ability usage.

Cobra Boost
Talent: Cobra Strike
Requirements: Rank 5
Restrictions: None
Step: NA
Action: Free
Strain: 1
Skill Use: No
Keywords: Unrestricted.
The adept gains +2 an additional when they use the Take the Initiative combat option. When this is used, it is not considered using a knack for limitations on knack or ability usage.

Burning for You
Talent: Fires of Gahad
Requirements: Rank 8
Restrictions: Fire Eater rank 4
Step: NA
Action: Free
Strain: 1
Skill Use: No
Keywords: Unrestricted.
The adept adds their bonus from gahad to their Initiative result this round. This must be used at the beginning of the round. When this is used, it is not considered using a knack for limitations on knack or ability usage.

Set the Tempo [Special Maneuver]
Talent: Tail Dance
Requirements: Rank 5, Unarmed Combat rank 5
Restrictions: Tail Dancer rank 5
Keywords: Special Maneuver.
Set the Tempo (Adept, Tail Dance): The adept can spend additional successes from a Tail Dance test to give +2 to their Initiative result for the round per success.

Tiger Boost
Talent: Tiger Spring
Requirements: Rank 5
Restrictions: None
Step: NA
Action: Free
Strain: 1
Skill Use: No
Keywords: Unrestricted.
The adept gains +2 an additional when they use the Take the Initiative combat option. When this is used, it is not considered using a knack for limitations on knack or ability usage.

Combat Options

Take the Initiative
The character takes 1 Strain and gains +2 to their Initiative. This can only be used as a Free action at the beginning of a round.

Opponents

This applies broadly to any opponents which are not built as full NPCs. If an opponent has some ability that relies on high Initiative, it should also have a corresponding ability that improves their Take the Initiative bonus to +4 (at least). Higher tier opponents may also have abilities that increase the Initiative penalty inflicted by a successful attack. This can also go for opponents with cold-based or entangling abilities. Below are some example creatures with modifications:

Deathless Reaver
 [Companion, p. 371]
Hampering Strike (4): The deathless reaver inflicts a -4 penalty to Initiative when it successfully attacks an opponent.
Initiative Boost (4): The deathless reaver gains +4 to Initiative when using Take the Initiative.

Jehuthra
 [Gamemaster's Guide, p. 475]
Icy Limbs (2): Targets affected by Frost Web suffer -2 to their Initiative. This is in addition to a penalty from damage.

Kriktikik
Sticky Mess (4): Targets affected by Web Trap suffer -4 to their Initiative.

Scar’kek
Initiative Boost (4): The scar’kek gains +4 to Initiative when using Take the Initiative.

Snow Badger
 [Gamemaster's Guide, p. 339]
Icy Limbs (2): Targets affected by Freezing Aura suffer -2 to their Initiative. This is in addition to a penalty from damage.

Spider, Giant Trapdoor
 [Gamemaster's Guide, p. 340]
Sticky Mess (2): Targets affected by Web suffer -2 to their Initiative.

Spider, Giant Weaver
 [Gamemaster's Guide, p. 341]
Sticky Mess (2): Targets affected by Web Trap suffer -2 to their Initiative.

Spider, Kaer [Companion, p. 311]
Sticky Mess (4): Targets affected by Web Trap suffer -4 to their Initiative.

2 comments:

  1. What are your thoughts regarding the bottom of the initiative stack? I anticipate a lot of characters bouncing off of zero, which may make life less satisfying for Gauntlets.

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    Replies
    1. It's possible, but in no small part why I want to see actual play results to find out how things work out. Opponents gaining +2 to their Initiative each round makes this less likely, depending on how many opponents there are. It also makes for a tactical decision regarding crowd control. If everyone piles on one target to pound it into the dirt and its Initiative drops to 1, Gaunlets may gain more benefits from softening up other targets first. Their single attack doesn't particularly impact Initiative (effectively providing a no net change), which works to their benefit. More tactical thinking and complexity without actually being complicated is a good thing.

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