In an action sequence, both in real life and even in cartoons, no one actually takes turns. However, we can’t have everybody just shouting at the same time around the game table. That defeats the point of having rules. So we have a system called the Tactical Order of Actions:
· Players declare what they want to do in whatever order the group decides (likely the order in which decisions are actually made).
· The XP declares the likely intentions of G*’s and extras involved in the combat. If the combatant is hiding his intentions, the XP can simply declare that.
· Everybody rolls and adds up their totals.
o Nobody rolls a separate “initiative”.
· Highest total describes what happens first.
o This description is limited to what that character does or can directly affect.
o If it is an attack on another character, actual damage is determined according to the math.
o Defensive Rolls and Resistance Rolls, when applicable, are made immediately following the attack – because they affect the results and description. You do not need to wait until that character’s number in the order.
· The second highest total can then declare what happens, so long as it does not conflict with the first description.
· And so forth.
Important things to consider:
· Descriptions should jive with actual hit and damage results.
· Any action with a Task Roll total of 0 or less does not get to go this turn.
o That task simply didn’t happen and does not count towards exhaustion.
o BUT if the task was part of a series of simultaneous actions, that division of the Task Roll still applies to all other tasks in that sequence.
· If the actual dice roll isn't still on the table (because players are sharing dice or evil cats or whatever) one dice = 3.
· A character can always cancel an action and do nothing without penalty.
· Simultaneous actions are resolved in the order of those actions’ individual totals, assuming those make sense.
· If a character is performing an action that would not normally require a roll (fetching something out of a pack for example) that character rolls Core Dice to determine order - should that matter.
· If a character gets knocked out or otherwise incapacitated before their number comes up – too bad.
· Any character has an inherent defense equal to his current Core Dice. If a character rolls more than the current Core Dice, for whatever reason, they can retain the four highest dice (or equivalent to the current Core Dice) the player rolled as the inherent defense. It is the player’s job to keep track of these. Otherwise they can be rolled separately or dice=3.
· Gut Checks for morale or Horror, when required, take place between turns.