Hi,
I've run an ACKS campagin for som time now. The initative rules became an issue, as the party grow and became filled with henchmens and followers of various sorts. At some points therer was a need for rolling 12 initatives each round. It slowed combat and did not add anything to the fun.
To counter this and to make play quicker and more easy, I have tried out three solutions.
See below for optional rule A, the combat commander. This had a great effect, as it reduced the initatives from 12 down to 4.
The optional rule B, vagaries of combat is a second attempt. I'm not that sure about it.
Both of these two suggestions and ideas, are based upon the book; ACKS Domains of War: Campagins.
Lastly, but most important, is the tip I would strongly suggest for all (see below). Make name tags and a table as shown and put the name tag where it belongs on the initative. It makes it easy for everyone to see the overall picture and when to act.
OPTIONAL RULE A: COMBAT COMMANDER
Players may organize themselves into groups, where they allow a player to act as their commander. Instead of rolling one initiative per combatants, as the basis rules indicate. The commander rolls initiative adding his strategic ability (see below) instead of the dexterity bonus, and apply the result as the initiative for all the combatants he controls. If this option is chosen, the commander decides if the action type of the individual commanded is to be ordinary, spell or defensively. If the commanders commands creatures that takes different types of actions, the collective initiative is reduced by a -2 penalty for each additional category (ie. extra column). If a player disagree and want to break free from the command, he acts last in that particular round and must act as an individual combatants for the rest of the encounter.
Strategic Ability: An officer’s strategic ability score equals his bonus from either high Intelligence or Wisdom (whichever is better, minimum 0), less his penalty from low Intelligence or Wisdom (whichever is worse, maximum 0). For each rank of Military Strategy proficiency the officer possesses, his strategic ability is increased by 1. The minimum strategic ability is -3 and the maximum strategic ability is +6. This is according to ACKS domains at war campaigns page 20.
OPTIONAL RULE B: VAGARIES OF COMBAT
Instead of rolling for initiative each consequent round, instead the Judge roll on the table below; once each round – starting on the second round – after participants has informed the Judge of their intended actions.
1d20 |
Outcome |
1 |
Wavering: Initiative is unchanged from last round. All henchmen, followers and follower type enemies, select the defensive action, waits to attack closing opponents or readies missile attack. |
2-3 |
Battle cries: All roll 1d6 for initiative. Commanders using strategic ability, get a penalty of -2 on initiative, since it is difficult to hear their commands. If there are creatures nearby, they will take notice and join the encounter after last initiative count. They take actions next round. |
4-5 |
Chaotic: All roll 1d8 instead of 1d6 for initiative. Summoned creatures fail to understand the commands given and are wavering this round (see above), unless the caster use the entire round focusing on this task alone. |
6-8 |
Enemy rush: Initiative is unchanged from last round, but all enemies have their initiative increased by two. |
9-12 |
Stabilizing fronts: Initiative is unchanged from last round. |
13-15 |
Enemy disorder: Initiative is unchanged from last round, but all enemies have their initiative reduced by two. |
16-17 |
Standoff: All roll 1d6 for initiative, keep the one from last round or enemies take initiative 7. One enemy make a pose and intimidates, then waits. All other enemies choose to wait to see what the players do. Judge may alter this or roll again.. |
18-19 |
Shifting battlefield: It starts to rain, smoke drifts inn, a fire start, etc. All roll 1d6 for initiative or keep the one from last round. Judge decide actual event. |
20 |
Second wind: Initiative is unchanged from last round. This round, all combatants has +1 on saves and no moral rolls required. Frightened or paralyzed creatures gain a second save, but may take not actions. |
TIP
Create cardboard pieces (name tags). One piece per combatant showing their name. Then create a larger cardboard sheet as shown. As combatants declare action type and then roll for initiative, place their name tag on the given initiative row and in the column according to their chosen action type.
INIT |
ORDINARY |
SPELL |
DEFENSIVE |
9 |
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8 |
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7 |
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6 |
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5 |
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4 |
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3 |
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2 |
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1 |
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0 |
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-1 |
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-2 |
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