I didn't want to clutter the other thread (do away with recharge tokens) thread, so I figured I would put it someplace else.
Could anybody give me some feedback on this as an idea:
- No more rolling for initiative during combat and no more recharging tokens (unless the action uses it as duration/charges)
- Each round, everybody simply decides on what they will do in silence. (20sec +/-) Then give the
- Turn orders are decided by recharge rating of the card itself, starting at 0 and going up.
In case of tie: (governing stat of action - recharge rating = value) --> lowest wins.
Stunts are a GM's call. (likely, you want to have that happen at a specific time anyway. Just let it happen and potentially add # black / purple for timing)
Cards that are recharging (and thus have tokens): simply have them happen as per RAW at the end of player's turn.
- After using an action card, roll 1d12. If you roll higher than your recharge, action remains available for next round. If you roll equal or lower, you must exhaust a set of cards which has total recharge >= to the action just played. (You can play the card itself, or a combination of other ones)
possible consequences I see:
loss of flexibility for players, no more deciding at the appropriate time when they take their action.
loss of action as they can target the same creature, with the first action already dropping it. If so, a change of target within reach should be free. Extra fatigue can be burned to get into reach as well. If nothing in reach, the action can be converted to a manoeuvre for free.
spamming of Trollfeller Strike and the like: Action still needs to be rolled to actually hit. (And I limit access to those cards to the "correct" careers)
What else can you guys see?