For a dungeon-crawl style game, I'm looking for an alternative way to determine the order of action.
As a general rule, we have been trying to keep things simple and streamlined.
As a result, one of the ideas we had been using for turn order, was simply: a mob takes a turn, a player takes a turn, until all actors have gone. The players got to determine which mob was to take a turn next. And, indeed, part of the encounter could be looked at as a tactical puzzle for the players to solve. In this regard, turn order became mighty important.
(It's important for the game to have a built-in way to determine mob order of action - as this is a co-op game requiring no game master)
However, feed back from some players indicated that giving them the power to determine the order of the mob actions gave them too much power to manipulate the mobs. Not only did it make the puzzle easier, but it game them ways to cheese the system. e.g Oh, that mob is a healer? Ok, he goes first while there is nothing to heal. Oh, that one is dangerous? It can go last giving us a chance to focus fire it.
So, we are back to an initiative system of some kind. Additionally, it would be nice if there was some random element to introduce some uncertainty.
The problem is that most systems are extremely cumbersome. Lots of die rolling every turn and it breaks the action.
On the plus side, having an additional stat to play with is very welcome for character builds and treasure purposes.
What I've been toying with at the moment is this:
Initiative is now a stat that can be improved with abilities and treasure. The higher, the quicker you act.
At the beginning of each encounter (the game is divided into a series of separate encounters) there is a random element introduced which is a die roll for each entity, that will ultimately add or subtract 1 (or no change) from their initiative stat.
Then every turn for that encounter will give the actors with the highest score to move first, and then on down the list.
This needs more testing, but I feel like there might be a better way to accomplish this. It would be nicer if there was a bit more uncertainty between turns, but I can't really slow down the game any more.
Does anyone have any interesting ideas to add?