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 GeekList Item: Item for GeekList "favorite rpgs"
Posted: Sat, 20 Jun 06:29:52

by chirurgie_c3r3bral3

An item RPG Item: Nibiru has been added to the geeklist favorite rpgs
 Reply: The Tavern:: Re: The Latest Update on Teh Slipperboy.
Posted: Sat, 20 Jun 05:20:57

by vestige

Hooray! Welcome home!
 [Ep. 261] Shadows of The Eclipse
Posted: Sat, 20 Jun 05:04:47
A new episode has been added to the database: [Ep. 261] Shadows of The Eclipse
 Reply: RPGGeek Help and How-To:: Re: Do you have a question you want asked as QOTD? Post here!
Posted: Sat, 20 Jun 04:30:31

by Inkwan

GrimoireOfJank wrote:

Inkwan wrote:

Favorite / most used initiative system:

I've been watching youtube suggestions on improvements on initiative. I'd like to ask a survey:

1) d20 + Dex bonus
2) d6 + dex bonus
3) side based initiative
4) player reaction order
5) popcorn initiative (last player to act chooses next) - also the best for most small business meetings so that everyone pays attention throughout
6) reciprocal (best roll per side, then alternating sides)
7) draw based (cards, beads, etc. not replenished every round)
8 ) other

Would "Player Reaction Order" cover stuff like the RuneQuest initiative system where your place in initiative shifts based on your actions or is it more just "If a player wants to go first and is paying attention they do"


The second one...assuming it makes sense in the fiction
 Reply: The Tavern:: Re: The Latest Update on Teh Slipperboy.
Posted: Sat, 20 Jun 04:23:03

by bulldog93

Yeah! Great news Steve.
 Reply: General Role-Playing:: Re: QOTD JUN 19: What is your favorite / most used initiative system?
Posted: Sat, 20 Jun 04:19:03

by Happy2BHere

I'm pretty similar to @Jhogun's response. GM decides initiative, defaulting to players going first unless it makes sense to do otherwise. The approach doesn't mechanically reward high stats in agility and/or dexterity based attributes for systems that have that kind of stat layout, so, players may not initially like it if they built their characters to standout in that way. But, as long as the GM communicates well and keeps those kind of things in mind themselves, it can be reflected in how they rule on action order. For an initiative mechanic like this, the players going first would likely end up being the default (which players will like), with it demonstrating that the players should be on their toes when they do encounter something that goes before them (which could elevate player engagement during applicable combat scenes). Any rule that works is fine enough, but I like this approach. Just seems less crunchy, more narrative driven, and generally favorable for the players, which makes me happy🙂
 Reply: General Role-Playing:: Re: RPG order in "Processing" status for too long
Posted: Sat, 20 Jun 03:42:10

by bxrrr

Thank you, Jason!

This is reassuring. It'll be great to suddenly receive the package (with the website still showing my order as "Processing").

I'll send another message next week. Hope they do get back to me.

Thanks again!
 New comment on GeekList Airjudden's Hall of Fame
Posted: Sat, 20 Jun 03:39:34

by mawilson4

Adding to the chorus. Wishing you strength so that the worse outcome doesn't happen, grace if it does, and knowing you have the strength needed either way. Be well, friend, in body and spirit.
 Reply: General Role-Playing:: Re: QOTD JUN 19: What is your favorite / most used initiative system?
Posted: Sat, 20 Jun 03:35:59

by Lux_Bux



Most used: DEX rank. See also: "I strike", "I parry", "I strike", "I parry", "I strike", "I parry"...ad nauseum.

Favourite: I honestly don't like any of them. In my book, they're all tedious, distracting and disrupt the flow of combat. I use them only because the players of certain games expect them; but if I never had to ask each player what their current ability pool was each bloody round ever again, I would die a happy man.

One of the things I like about AFF2 is the simultaneous combat; the two sides engage each other, and then it's just straight opposed rolls all the way, in any order you like - it doesn't matter who goes first because everybody is trying to kill each other at the same time, and somebody almost always gets hurt each round. You could go clockwise around the table, you could let the youngest go first, or the most bloodthirsty, or the one with the prettiest eyes; if one player wants to use a swishy combat tactic, they could resolve their exchange first, or they could wait and see how the "just whack 'em" advocates fare...

"One measures a circle, beginning anywhere".
- Charles Fort, baby.
 New comment on GeekList 2026 GEN CON VIRTUAL FLEA MARKET
Posted: Sat, 20 Jun 03:25:13

by Grimlock84

Unfortunately someone must have.
 Reply: General Role-Playing:: Re: QOTD Jun 18: What is your favorite measure of player character encumbrance in an RPG? Why? [poll]
Posted: Sat, 20 Jun 03:18:28

by Inkwan

99% of every game I played in or ran was encumbrance of items small enough for a bag of holding was ignored and GM logic. BUT, this defeats the point of most hex crawls, survival gaming, and several other genres. I really like the idea of Mausritter encumbrance but never really used it. I also enjoy the Blades in the Dark loads concept. I also like the encumbrance rule for Dungeon World. It is acceptable in that you get 10 medium items + STR bonus BUT the better part is you can still carry more. 1 too many items is a -1 to all rolls. Better yet, 2 items too many is -2 to all rolls OR drop excess items immediately. I prefer just forcing dropping excess items (determined by GM fiat)
 New comment on GeekList 2026 GEN CON VIRTUAL FLEA MARKET
Posted: Sat, 20 Jun 03:08:27

by ShakinBlake84

Did someone delete a lot of their items? There were 84 pages like an hour ago and now just 82.