If I knew the system better, I'd claim it was some sort of Flaw that caused them to be less able than their performance elsewhere indicates. Is there an inverse to Improved Initiative?
Let's see... Dragon Ball has letting their guard down, while One Piece has being slow to respond? ;)
It very well could be they took a flaw for reduced initiative. Thinking about it, if they can tank the first blow any enemy throws at them (usually some sort of blunt attack against Luffy), then the initiative is just the order, and it doesn't matter if they go first or second by the time they're trading turns. The bonus points form a reduced initiative flaw could be spent elsewhere then.
I do recall that in Divinity: Original Sin (the first game) initiative did matter a lot, since it meant cutting down more enemies before they get a turn. It does make sense for it to matter when a lot of enemies are dangerous... but when you can tank a lot of damage, and can dish out enough to defeat 1,000 men and not get tired, your position in that queue doesn't matter much.
DeadpanSal
4th Oct 2017, 6:51 AM
Jeez, this whole party needs to take Improved Initiative.
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Otaku
4th Oct 2017, 10:09 AM
If I knew the system better, I'd claim it was some sort of Flaw that caused them to be less able than their performance elsewhere indicates. Is there an inverse to Improved Initiative?
Let's see... Dragon Ball has letting their guard down, while One Piece has being slow to respond? ;)
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Guest
4th Oct 2017, 11:15 AM
If it's based DnD 3.5, the Unresponsive flaw. -6 to Initiative.
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Guest
4th Oct 2017, 11:15 AM
If it's based DnD 3.5, the Unresponsive flaw. -6 to Initiative.
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Guest
4th Oct 2017, 11:15 AM
If it's based DnD 3.5, the Unresponsive flaw. -6 to Initiative.
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Airanuva
4th Oct 2017, 11:17 AM
It very well could be they took a flaw for reduced initiative. Thinking about it, if they can tank the first blow any enemy throws at them (usually some sort of blunt attack against Luffy), then the initiative is just the order, and it doesn't matter if they go first or second by the time they're trading turns. The bonus points form a reduced initiative flaw could be spent elsewhere then.
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Gueist
4th Oct 2017, 12:55 PM
I can see Luffy having or getting that flaw.
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Spare Parts
4th Oct 2017, 2:34 PM
There are systems where extremely low or high initiative affects the number of actions or reactions in a turn.
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Otaku
5th Oct 2017, 9:43 AM
True, but there are systems that also work very, very differently.
(Hey, I'm the GURPS fanboy, remember? ;) )
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Airnauva
5th Oct 2017, 12:02 PM
I do recall that in Divinity: Original Sin (the first game) initiative did matter a lot, since it meant cutting down more enemies before they get a turn. It does make sense for it to matter when a lot of enemies are dangerous... but when you can tank a lot of damage, and can dish out enough to defeat 1,000 men and not get tired, your position in that queue doesn't matter much.
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Halosty45
4th Oct 2017, 12:45 PM
Plus, if you have abilities to make a counter-attack, it might even be beneficial to let the enemy go first.
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Reeder
4th Oct 2017, 3:53 PM
I had'nt paid attention until today that it was Double on you avatar.
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Filkinraous
4th Oct 2017, 12:52 PM
I thought he could use his Iajutsu to aid his initiative. Either he's forgetting to add that or I'm not remembering its use properly.
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Rathonje
5th Oct 2017, 12:26 AM
That's only if both combatants agree beforehand to have a Iaijutsu duel. Doesn't generally apply in an actual combat situation.
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