The Game Leader's Guide to the 6d6 RPG

Work in progress


In real life fights or crisis situations, everyone can act simultaneously. However, in a game, players need to take turns.

To decide who goes first, collect all the character's Initiative Cards plus any cards for creatures they are fighting, shuffle them together and draw them one at time. Characters have their initiative card when it their cards is drawn from the deck. At the end of the round, when all the Initiative Cards have been used, repeat the whole process.

Because the initiative sequence is random each round, a character will never know when they will be acting next. They can end up having two actions one after each other by being last in one round and first in the next. Or having a long break in actions by going first in one round and last in the next.

This randomness reflects the chaotic nature of battles. It also brings uncertainty and excitement to situation as the even the best laid plans can be ruined by a bad initiative sequence.

Delaying An Action

When their Initiative card is drawn a player may choose to Delay their action. They must do this before rotating any cards, spending flow or otherwise acting in anyway.

The delayed Initiative card is placed at the bottom of the Initiative deck. Because a character can only delay once in a round, the card is placed face up so that when it is reached again, the Game Leader knows the character has already delayed.

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open/gms_guide_to_the_6d6_rpg.txt · Last modified: 2011/04/28 20:17 by darth_tigger
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