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Why You Should Try Eureka: Investigative Urban Fantasy Part 11: Oh By the Way We Made Turn Order Fast and Snappy Too
This is part 11 of a multi-part series of posts about the awesome features of Eureka: Investigative Urban Fantasy, in no particular order.
Find the earlier parts here:
Part 1 Link: We Worked Hard on It!
Part 2 Link: It's Easy to Learn!
Part 3 Link: It's Easy to GM!
Part 4 Link: It's Easy to GM and Supports Narrative and Roleplay!
Part 5 Link: It Revolutionizes Investigation and Mystery Solving in TTRPGs
Part 6 Link: PCs are Not Just Mystery Solving Automatons
Part 7 Link: Excellent Time-Keeping Mechanics Keep the Pressure On
Part 8 Link: Fun and Easy Character Creation
Part 9 Link: Themes of Disability
Part 10 Link: It Has Intense Action
“Rolling for initiative” is kind of a meme in TTRPG spaces, like it’s supposed to be this big exciting thing, but the reality of it is that it usually stops the action deader than any other game mechanic. I am not usually one to say that rolling dice “takes away from or interrupts the roleplay” or whatever, in fact I think that sentiment is stupid and usually betrays a very narrow understanding of ttrpgs, but this might be an exception. Many other games do this better to varying degrees, but I’ll be using D&D5e because it’s bad and thus illustrates my point. In what should be the fastest-moving part of the regular gameplay, everyone has to stop, roll dice, wait for the DM to go around the table asking for each number, wait for the DM to roll for the NPCs, wait for the DM to sort all the numbers from highest to lowest, and then the action can continue. It’s the sheer number of steps and input required from so many different players before anything can happen, in a scene where things are supposed to be happening very fast in the world of the game, that makes this so egregious.
We didn’t want this for Eureka, so we came up with something else: a rollless, instant turn order system. “Epicenter Initiative.”
The first character to attack, or to make any action that requires the game to shift to being turn-based, acts first. (This isn’t determined by a stat, just by their player saying they do it, just like any other action would be.) The target of that action, if it has a target, goes second, and the rest of the characters act in sequence from closest to the instigating character to farthest away. As soon as the first punch is thrown, all players at the table instantly know the turn order, and the scene continues seamlessly.
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Luigi fans who hate Mario are insane because if you ever told Luigi you hate Mario he would start crying and then put his dukes up while still crying
If you told Mario you hate Luigi he would also put his dukes up, he wouldn’t cry though he’d make that pissed off Mario face
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