Active Time Battles:

by: Boji


Okay, okay, maybe this wasn't our idea but we're putting it in here anyways. Someone we knew (aka Boji) formulated the original system, but we added some modifications so I guess the system's somewhat ours. Anywho, enough with that legal technicality thing...

This system is based on the many RPGs on the PlayStation, where the characters do actions based on an active time system. Boji made the basics of this in L5R RPG terms, but it wasn't perfect. Still, the idea was pretty good, and so we decided to post it here. We made some necessary adjustments and so here it is:

(Note for GMs: This system is taxing not only for players, but also for GMs. You may want to think twice before you use it in your current campaign. Still, it adds pace to the same, boring old battles...)

The L5R RPG Active Time Battle System


Instead of rolling for Initiative every round of battle, players would instead roll dice equal to half their Reflexes. In the case of an odd Reflexes score, you round up but you instead have a penalty for your rolls. For example:

Moto Dozan is a Rank 2 Unicorn Bushi with Reflexes of 3 while Bayushi Kira is a Rank 2 Scorpion Shugenja with 4 Reflexes. Dozan would be given 2 dice to roll (1/2 Reflexes, rounded up) with a penalty, and Kira will roll 2 dice with no penalty.

The penalties and bonuses will be discussed later in the page.

All PCs (and NPCs and Monsters) in the battle start rolling their dice at the same time. They will take note of what they get and then roll again. They will then total their rolls and continue rolling until they reach a set total (GM decides, but usually I would set the total at 50). The first one who reaches the total gets to declare their action first. For example:

Moto Dozan and Bayushi Kira are in a one-on-one Kenjutsu match and they started rolling their dice first. After a few rolls, Dozan reaches the set total first, so he gets to declare his action first.

The player who gets to reach the total first gets to declare first, but he must decide fast because time doesn't stop for him. While he's busy thinking of what he's going to do, the other players should continue to roll and add their rolls up until they reach the total. For example:

While Dozan continues to decide whether he will declare a normal attack or a full attack, Kira keeps on rolling. Before Dozan declares his action, Kira is able to reach the total and is ready to declare her action.

When there comes a time that two players have the chance to declare their action first, it becomes a race against time. Whoever declares first at this time is the first one to act (or in normal RPG terms, the one who got the highest initiative). For instance:

Dozan and Kira are now struggling to decide what they are going to do. Kira suddenly declares that she is going to declare a Full Defense before Dozan could declare his Full Attack. Kira's action is then going to be resolved first.

The actions get to be resolved after everyone has reached the total and declared an action. Actions then get to be resolved as normal.

Penalties and Bonuses

Of course in real life, certain factors aid or hinder us from acting upon impulse. Some factors like warnings and natural quickness can help us act instantly, while encumberance or fear can contribute to slow reaction times. In the ATB system of L5R RPG, it's no different. All sorts of Penalties and Bonuses are discussed here, including those in the case of an odd-numbered Reflexes score as mentioned previously. Look to the table below for any cases that require Penalties or Bonuses.

Condition
Bonus
Penalty
Odd-numbered Reflexes
---
-1 to all ATB rolls
Early Warning or on Full Alert
+1 to all ATB rolls or -3 to set totals
---
Quick Advantage (Roll 2 dice for Initiative, keep 1)
+1 to all ATB rolls
---
Bayushi Bushi School Rank 1 Technique (Roll 2 dice for Initiative, keep both)
Set total is at -5, +1 to all ATB rolls
---
Kakita Bushi School Rank 1 Technique (Add Iaijutsu to Initiative)
Total rolled is ATB rolls + Iaijutsu Skill (ie. if the set total is 50 and your Iaijutsu is 3, you need only to reach a 47)
---
Combat Reflexes Advantage (Exchange Initiative with the one above you)
Exchange resolution times with the one who gets to be resolved before you
---
Obvious Speed Differences (ie. Humans vs. Orges, Goblins vs Humans)
Faster party -5 total
Slower party +5 total
 Surprise Attack
Attacking Party +1 to all ATB rolls
Defending Party -1 to all ATB rolls
Encumbered
---
-2 to all ATB rolls
Intimidated
---
Opponents at -5 set total
Phobia or Fear
---
Roll Willpower (TN of 20 for fear and TN of 30 for Phobia). If failed, you are frozen in fear and your action is automatically resolved last. In extreme cases, your action is negated for this round (GM's discretion)

In any case not covered by these guidelines, the GM decides on the Penalties/Bonuses. The GM also reserves the right to deny any Bonus or waive any Penalty for any reason whatsoever (but I normally won't do that unless the player REALLY deserves a break).

Final Notes

This system was formulated in order to put a more realistic feel of the game, but then again, the reason why people play RPGs like AD&D and L5R is because they want to escape reality to a certain extent. This system is a test not only of the players' and GM's luck, but also a test of their thinking skills (trying to add all these rolls... tedious!) and how fast they are able to make a desision. A moment's hesitation could mean success or failure, so this system should keep people on their toes. Again, this is our own style. Any GM may choose to change any part or to create his own system. It's all up to you...

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