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Turn order question

6 posts · 259 views · started 2017-12-17 00:22 UTC
SE
Senf
2017-12-17 00:22 UTC
#1

My group has not acctually played yet but plan to do so before long, but a couple of the guys are weirded out by the turn order system.  So wanted to ask if others have had any issues with it?  They are trying to see why anyone would ever let the villians go before all the heros do?  If you can go before them and have a chance to finish them off or hurt them why let them go first?  Then villans do the same thing, they all go, then pick the eviroment to end the turn and pick the villians all again.  So the villians as a whole get to go twice in a row.  Then the heros all go and then pick the heros again .  ANd it just goes back and forth with each group going twice in a row each time.

 

So have other people encountered this happening?  Has anyone found a good way to not have it happen?

CG
Cult_of_Gloom
2017-12-17 00:29 UTC
#2

One reason is that if you make the villians all go last, they can end up going twice in a row before the heroes go again.

AL
Arcanist_Lupus
2017-12-17 01:38 UTC
#3

I have not played the RPG.  But from what I've gathered, my impression is that combat is going to last multiple rounds.  Therefore, the chance that the heroes can avoid the enemy's turn by making them go last is slim.  And the benefits to having the heroes go before the villain are less then the downsides that come with letting the villains take two turns in a row.

DP
dprcooke
2017-12-17 04:13 UTC
#4

This.

In some of the scenes, there could be quite a lot of villain minions, lieutenants, etc. The heroes all going first before the villains act won’t put a huge dent in the villains, but the villains going twice in a row will put a dent in the heroes.

Besides, you’re creating a story together, and all the heroes going, then all the villians, doesn’t make for a very exciting fight scene/story, does it? (And if that’s not enough to convince your players, just kindly remind them that a villain double-turn will hurt, and that you won’t hesitate to make it hurt a LOT of that’s the kind of game they want to play.)

PH
Phantom5613
2017-12-17 19:48 UTC
#5

It's sort of like this:

Start of round

Heroes all take their turns, passing to villains

Villains take their turns, passing to Environment

Environment take's its turn

End of round/Start of round

Environment passes to Villains, since Villains haven't gone this round

Villains take their turns, passing to the Environment

Environment take's its turn, passing(FINALLY) to the Heroes

If a DM feels like being a jerk, they can lump up all the opposing turns and really whail on the PCs/Heroes. That's why the book suggests to mix up the turns, trying to create a more interesting story than the standard 'everyone punches eachother' that most RPGs boil down to.

SP
speedyolrac
2017-12-19 13:00 UTC
#6

I have done that in round 5 to let the villains steal a thing and leave the scene. Left enough underling to slow down the heroes so the villains and get away with the plans for Project SteelChase. A few days later they had to find the hideout and fight the robots made form the stolen plans. It was a difficult battle, but they manage to recover from twice. (They are yet to find out that the villain copied the plans and sold it, a plot brewing in the distance).

Once the let the environment go last near the end. I rolled a positive thing for the environment, the villain benefited from it and let the environment go next, changing it to something that benefited the villain. Then I let the Heroes go.

I would do it all the time but a well-timed double villain turn can make things interesting. Christopher said that he had a group that prefered going hero-environment-villain-environment-hero-hero repeat. not only do the villain go twice so do the heroes.