Refooting

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bushido11
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Refooting

Post by bushido11 »

Just to be sure, does refooting take up an entire action for your round or is it something you can do once per round besides your main action?
Clay
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Post by Clay »

Refooting never costs an action. It's just an option you have every round. Think of it as an "optional" initiative roll.
Erinak
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Post by Erinak »

I still have trouble understanding the reason for refooting. Maybe because it is so situational I do not see the situations where it would be useful. Or maybe the fact that everyone can choose to do it I don't see a reason not to refoot each round. I mean If you are going later in a round you have little to lose by trying to refoot (sure you could roll worse but you are going among the last anyway) and if someone beats your initiative you have no reason not to try refooting yourself (if you roll worse you are in the same situation as before anyway).

If anyone can do it every round as a freebie why not just roll initiative every round? Or everyone start at the same initiative (don't bother even rolling initiative at the start) and then decide if they want to try refooting at the start of a round. Then there's a risk I see to doing it and makes characters with faster reflex abilities more likely to use it?
-WARNING! Play at own risk.
bushido11
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Post by bushido11 »

If you have the highest initiative, you have no reason to refoot. If you have the lowest initiative, then you have no reason not to refoot. If your initiative is in the middle, then it can work for you or against you.

I can see, especially on one-on-one fights, where refooting can get ridiculous. I've never encountered a similar rule in any other RPG that I've seen. The one player I'm GMing is so ingrained in cyclical initiative that he doesn't refoot, even if I remind him of the rule. Then again, none of my players ever reads the rulebook since they have an allergy to reading (and the sniffles for character creation).
Clay
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Post by Clay »

As I've said elsewhere, it just gives players the option of old-school initiative, and it prevents quick characters from being stuck last the entire fight due to a bad roll. If you don't care for it, there's no reason not to drop it.
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