I'm currently running my initial draft for Tampalasan, a tropical fantasy adventure game that has strong influence of Filipino and Southeast Asian concepts, but still has stereotypical fantasy elements. Planning to launch a playable version of it on Session Zero Online, this coming Jan 30 2021 . One of the things I've pondered for a while is its initiative system, which I want to focus more on strategy and less on tactics. Combat options will still be there, but it shouldn't be the main focus of the game, and it shouldn't alienate those who do not delve deep into combat mechanics. I've covered before how an initiative system dictates the type of game your playing , and I still believe that. Here are some aspects from initiative systems I took inspiration from, and what aspects I don't like about them. 1. Group initiative , where roll against your Speed/Dex stat to go first before the enemies. Used in Into the Odd, Bastionland, and a few other games. Simple and...
system-hopping diy rpg enthusiast