Just something I thought up while reading this thread. Figured I'd post it for suggestions. Some people aren't happy with the way initiative is handled in combat. Here's my ideas on an simple alternative. Of course, if you're happy with the current system, feel free to ignore this thread.
You can find more of my alternate rule ideas over at my blog.
YACS (Yet Another Combat System)
Change initiative rolls to a standard Reaction (+ Init dice) success test vs. TN4. The result goes into the character's Action pool.
Cap max successes to 12.
Each 3 second turn is broken into 1 second rounds. When and how often you get to act depends on your Action pool:
- Round 1: 5-8 (lightning quick)
- Round 2: 1-4 (mundane)
- Round 3: 9-12 (inhuman)
- If you rolled no successes, you're SOL. Prepare to soak.
All actions in the same round take place simultaneously.
Every possible action takes 1 or more Action Points (AP). Free actions have an AP of 1 (speaking 3 words, changing ammo via smartlink). Most simple actions have an AP of 2 (firing a weapon, certain melee attacks). Complex actions have an AP of 4 (spellcasting, summoning, melee 'powerup' attacks) or greater (autofire, perhaps?).
Your initiative successes count as your AP pool. You can spend no more than 5 AP in any one round. Any unspent AP carry over to the next round, but are lost at the end of the turn.
At the end of the turn, any remaining combatants can buy initiative successes for the next turn at 2 AP each. This increases the likelyhood that they'll be able to act in the first round of the next turn (but doesn't guarantee it).
Surprise/ambush: If one of the parties is undetected at the beginning of combat (i.e, hidden or invisible), the unsuspecting party rolls a perception test. If the test fails, the ambushed party cannot take action against the ambushers in the 1st round. The ambushed party can still take action in the 1st round against any party that didn't surprise them (provided they had a high enough AP).