In MYFAROG (and other games), how do you like Initiative to be handled?
Do you have player characters, NPCs, adversaries roll separately at the beginning of each different combat round or do you roll once and keep that initiative until the combat ends or somebody/something else enters into the melee?
Depends on whether or not it is logical to have them roll initiate multiple times. A few factors I take into account are if they switch weapons, what has happened recently and how many times we have rolled initiative previously.
At first, I make everyone roll for initiate, then if something changes which seems to indicate a possible change in who goes first, everyone rolls initiative again or in some cases only one player/creature rolls it again.
A tip I recommend for new Mythmasters is to give their new players a hint: start combat with a missile weapon. Unless of course, starting with a melee weapon will give you more initiative.
Initiative is a major factor in MYFAROG, its good to calculate what initiative your character will have in both melee and ranged situations.
Coming from B/X D&D and OSR games of that ilk, I have grown accustomed to rolling initiative each round, though in those games it has much more an impact on spell-casters it seems, allowing them not to be caught last in initiative order the entire encounter, never able to get a spell off. I am thinking of following suit on what Hamingja said for MYFAROG, however, because their is already much more depth to the combat system than in most other games that I play.
Can you please explain why initiatives are so crucial in this game?, bonus points of you give a cool in game example :9
My copy of the 2.7 version of the book arrives this week, I want to figure how a combat develops in this game, before reading the rules
Initiative is very important in any game, but in MYFAROG initiative is even more important since fighting is much more lethal than in most RPG's. Well maybe in Cthulhu you find fighting somewhat as deadly or even more :)
You can find good examples of rules basically in every actual play videos in YT or so, if you have some hours to spend and like good entertainment.
And welcome roguetrucker ! If you are interested of playing there is always our neverending story of "getting some games up" so far things haven't turned out that well. But if everything goes well vinnishranger gets campaign up during August. I hope that really happens since last tries with others haven't been that successful ...
Just snitch yourself in the threads if you are interested.
I believe that MYFAROG is going in the right direction for how initiative is conceptualized. Rolling for every round is more realistic than rolling once at the start of combat. I am a HEMA practitioner and the core of the German fencing tradition is centered around the concept of initiative, otherwise called the vor (the “Before Timing”) and the nach (the “After Timing”). This is an excellent article that explains more. In the round there is much going on like attacking, parrying, and there is constant movement. At the beginning of a new round, players should roll a new initiative to see if they have seized an opening to put the enemy on the defensive, or if the player has lost it.
The only change that I would make is to perhaps play with the "Maneuver" feature of the Fighter class/Battle Master archetypes to allow out of turn responses for players and their foes. I think this is a good idea because it would still be consistant with this concept of initiative in our martial tradition and it is an opportunity to splash HEMA techniques from the many masters into MYFAROG. It also adds an element of surprise in combat and would give melee heavy characters an out-of-turn response to events in combat, although not necessarily exclusive to melee players.