I'm designing a new tabletop RPG. I've got an idea for how to handle battle initiative and am looking for feedback and if it sounds reasonable/workable.
- Each character has 6 stats: Strength, Conviction, Sanity, Dexterity, Intelligence, Charisma, Perception
- Each character sheet has a wheel with 10 slices on it (like a pie chart), numbered 1-10 with the 1 slot highlighted.
- For each round of battle, players will roll a d20 and add their Dexterity and level. (At Level 2 with Dex 4, the player adds 6 to their roll)
- The player then moves a marker/pencil/anything they want, around the initiative wheel that number of spaces. Using the previous stats example if the player rolls a 2 they move 8 spaces around the circle. (Level 2 + Dex 4 + Roll 2 = 8 spaces)
- If you land on or pass '1' on the wheel, you earn an action. If you pass it twice, you earn an action and an interrupt to use that round. (Essentially 2 actions)
- If more than one player/NPC earns an action, whoever landed on the highest number on the wheel goes first. If that is tied, it goes to whoever has the highest initiative modifier. If that's tied, roll a d20 until someone rolls higher. (Or players/GM can choose who goes first)
Here's the goals of the system over other systems:
- Give players and NPC's a chance to act more often if they are fast enough.
- Allow the order of action to change each round, rather than using a static order set at the beginning of the battle.
- Be simple enough that players don't get frustrated with the system.
Here's my questions:
- Does that sound confusing? (This will hopefully end up in a book some day, so I need to write it out to be understandable on its own.)
- How can I tell if that's balanced / is it balanced?