Speed 4 goes on phases 3,6,9,12.
Are there any cool house rule alternatives to break up Turn / Speed predictability?
Like maybe roll a d12 and add your speed, on a 12 or higher you get to act in that segment. If you fail, you get to add your 2x your speed on the subsequent segment d12 roll.
Roll d12+spd
* Roll 12+ You get to act
* Roll 12- On the next segment your roll d12+ 2 x Spd and try and get 12+
I'd like to think this could show personal hesitation in combat. A 'high' speed character shows someone who can handle the intensity of combat and take action vs hesitating with only abort OMG Dodge options.
Thanks!