Initiative By Action Type
Taking a page from the Doctor Who RPG, consider this for your initiative order:
- Folks who are going to Overcome act first
- Folks who Create Advantage act next
- Folks who Attack act last
This lets folks create advantages to bolster their defense—and it also supports teamwork actions where folks create one or more advantages which then get handed to their team’s “hitter”.
Overcome going first means that running away (or towards), climbing, talking, fixing, etc, are typically going to happen first.
Stun attacks! They deal stress like anything else. When they inflict consequences, they can only inflict Mild consequences. These Mild consequences can fill the slots of more serious consequences; they’ll all fade quickly as Mild consequences tend to. This means that using stun attacks you can get someone to Taken Out a bit faster (i.e., with lower amounts of stress inflicted) than you could with more wounding methods — but that also constrains what you can do to someone when you Take them Out with a stun attack (generally it’s just a KO).