Been pondering a variation of an initative system variant. Normally everyone rolls a d20 and it goes highest to lowest. Instead similar to the popcorn intiative system, everyone rolls a d20 (modified by LOOT or milestones) then they decide who goes next, eithe a player or Gm. The round ends once everyone has a turn. A twait would be maybe a milestone or loot could give an extra turn, or the Boss npc could require one as well. Thoughts?
Personally, I’ve used the “clockwise in order” model ever since I first saw it in a RH video. Combined with turn-timers for enemy “interrupt-actions” it’s easily the ICRPG rule I’ve gotten most mileage out of.
So based on that, I’d be very hesitant to replace it with anything else. But if you prefer the popcorn model and still want to have an initiative roll, your solution should work fine!
Clockwise in order does seem the smoothest way to go, imho, especially with a game as lightweight as ICRPG.
What do you mean by “turn timers”? Would that be a timer that decreases every turn, as opposed to every round?
Yes, a turn timer would be (for example) “the arbalest fires in 1d6 turns”. I like that over round timers, since it breaks up the normal order of actions and balances better against big groups.
After watching the DC20 dungeon coaches update to their initiative system “The Zipper initiative” on YouTube, this is my take on. An ICRPG version.
When the encounter starts, the players roll a Dexterity CHECK or a Wisdom CHECK against the room TARGET, if an equal or majority of players pass, they go first. Otherwise the GM goes first. If the players surprise the enemy, its an Easy check. If the GM ambushes the players, it’s a Hard check.
Players decide who goes first in the party, then the GM goes. This pattern repeats until everyone has had a turn. The next round then starts again