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Epicedion
post Mar 27 2011, 07:07 PM
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Standard warning: I cut my teeth on SR3, so some of the SR4 mechanics are tripping me up, especially with respect to the question: "Are characters really supposed to be able to do this?"

I've got three players right now. One is an unaugmented Mage, one is a Face-slash-AR-Hacker with Wired Reflexes 2, and the other is an infiltration/guns expert with Synaptic Booster 1.

So the Mage gets 1 IP, the Infiltrator gets 2 IPs and the Hacker gets 3 IPs. I think their Initiative scores are 6, 7, and 9, respectively.

Now, I understand the core rules here -- roll (Initiative #)d6, count hits, and add that back to your Initiative # to get your total, and everyone acts in descending order. I happen to use a variant that doesn't force Initiative rolls at the beginning of every combat turn (roll once and it sticks through the whole combat) -- I'm pretty sure I read this variant somewhere, but looking back now I can't seem to find it. I may be going crazy.

What I want to know is, does the "standard" way work better? See, I tend to hate excess dice rolling, especially large-batch dice rolling (and especially consecutive excess large-batch dice rolling such as with many extended tests), so anywhere a mechanic gives room to avoid it, I tend to avoid it. Having everyone re-roll 6-9 dice at the beginning of every combat turn is tedious, especially when the results are usually within 1 of their last roll (and gets crazy-annoying for the GM if he doesn't want to put all the guards in one batch initiative).

But my team enters into combat, and the results are always fairly predictable unless the team is up against extremely superior wired-up guards -- the Hacker goes first, the Infiltrator goes second, and it's a toss-up between the Mage and the guards.

So this happens in one combat turn:
Hacker
Infiltrator
Mage
Guards
Hacker
Infiltrator
Hacker

And this happens every combat turn. Initiative rolls are on a normal curve, so something very unlikely has to happen for characters with a 3+ Initiative gap to go in reverse order.

I'm okay with that, I think. My players are wired up enough to go first pretty often unless they're surprised or fighting a street sam or MCT corp assassins or whatnot. That's fine.

What really concerns me is the fact that they get a bazillion actions, and they get them every turn. And I'm not even getting into my Hacker having 3 IPs in AR, 4 whenever he upgrades (sure, there's some gear in Unwired that lets you get 5 IPs, but getting to thumb your nose at Black ICE on the Ares mainframe is probably worth not having that 1 action).

That means for 3 players I need 6 guards to equal the number of player actions, and the only way around that is to dump tens of thousands of nuyen worth of cyber into the guards, which I have a thematic problem with in a lot of circumstances.

I guess what I'm confused about is that no one ever gets lucky and goes twice, without spending Edge. No one with wires out the ears ever gets unlucky and goes once.

Also, the Initiative paradigm has kind of been turned on its head between editions. The previous logic was: your dice roll determines how quickly you go, which determines how many times you go. The current logic is: your dice roll determines how quickly you go, but how many times you go is only based on Gear (and Edge).

And that's fine, but there don't seem to be any middle options like there used to be. Reaction enhancers and Intuition boosters (if there are any) affect your place in the turn order, but even if you max out and have 18 freaking Initiative dice, without Wired Reflexes or a Synaptic Booster, you're stuck acting once, while the autistic paraplegic with Reaction 1 and Intuition 1 gets to act 4 times so long as he has Wired Reflexes 3.

Is that right? Am I missing something?
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Makki
post Mar 27 2011, 07:28 PM
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you right and you're not the only one unhappy with the IP system. But concerning your example: some minor guards shouldn't be a problem for any runner team. that fact is reflected very well.

a last note. with wired reflexes3, the autistic will have at least ini 5
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Ryu
post Mar 27 2011, 07:43 PM
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Your observations are generally correct. Yes, your characters are supposed to be able to do that. Going first and more often against opponents that have strength in numbers. We also have a much more augmented world, so guards may well be augmented, and even gangers will have the crude stuff. From couch potatoe to trained for 10.000¥

Your houserule of only rolling initiative once has substantial effects. Statistical outliers gain much more power - roll well once and go first for the whole combat, but beware of glitches. A bunch of qualities modify only the first initiative roll in combat, how do you handle those?
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Glyph
post Mar 27 2011, 08:08 PM
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The IP system was designed to simplify combat slightly. Extra initiative passes are a huge edge. There are a few ways to keep them from steamrolling over even standard security guards, though.

First, have them spread out, hidden behind cover, etc. Don't have the clustered together where they can all be taken out in one round.

Secondly, remember that while wired reflexes: 1 is not likely to show up until you get to the lieutenant level (squad leaders, veterans - basically anything but the standard first-line security grunts), there are also combat drugs that give an extra IP. You have cram, jazz, and kamikaze. I assume if the main rulebook has three varieties of combat drugs that give an extra initiative pass, then they should be used fairly often by corporations.

On the other hand, K-10 should still be encountered... less often. (IMG:style_emoticons/default/wink.gif)
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Epicedion
post Mar 27 2011, 08:28 PM
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QUOTE (Ryu @ Mar 27 2011, 03:43 PM) *
Your observations are generally correct. Yes, your characters are supposed to be able to do that. Going first and more often against opponents that have strength in numbers. We also have a much more augmented world, so guards may well be augmented, and even gangers will have the crude stuff. From couch potatoe to trained for 10.000¥


10,000 (IMG:style_emoticons/default/nuyen.gif) is supposed to be a lot of money. It's worth five months of living in an apartment, paying your bills, and eating regularly. Going by the examples in the book, the first threat to sport Wired Reflexes 1 is the Red Samurai Detachment, at Professional Rating 5.

QUOTE
Your houserule of only rolling initiative once has substantial effects. Statistical outliers gain much more power - roll well once and go first for the whole combat, but beware of glitches. A bunch of qualities modify only the first initiative roll in combat, how do you handle those?


I don't think it's a house rule, I'm pretty sure I read it as an option somewhere. I just don't know where.

It treats the initiative order as a cycle, so once you act, everyone else gets to act before you act again. This prevents people from getting two adjacent actions (excepting bonus IPs). So you never go last in one turn, then first in the next. Also you never go first in one turn, then last in the next (to prevent you from getting one action early, then no actions until everyone else has gone twice). It functions in a loop, so it's pretty fair.

Basically, Initiative only really matters the first turn to set the sequence. Going late in the sequence isn't a huge penalty from turn to turn, after the first, since no one else leaps around in the sequence, either. Turns just become time markers.

I don't have all the other books' qualities memorized, so the only serious Initiative-affecting one I can think of off-hand is Combat Paralysis. They just end up going late in the sequence.

As for glitches, these mostly affect the first turn -- penalties to actions, lost IPs in the first turn as you're caught off-guard, etc. But once combat moves into the second and third turns, Initiative glitches have lost their potency.
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Thanee
post Mar 27 2011, 08:45 PM
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Rolling initiative only once is fine. It does change things a bit, obviously, but it isn't really huge. And it does apply to everyone in the same way.

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Thanee
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enkidu
post Mar 27 2011, 08:47 PM
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QUOTE (Epicedion @ Mar 27 2011, 09:28 PM) *
Going by the examples in the book, the first threat to sport Wired Reflexes 1 is the Red Samurai Detachment, at Professional Rating 5.


If you feel the combat is too easy for your team, then just change the examples. Like Glyph said, there are drugs that a gang or Corp Guards might be using. In your case, you could have a group of four guards and give extra IPs to one or two.

The basic rule is fun so if the combat isn't enjoyable cos your team rolls over them, screw the rules and change it up.
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Epicedion
post Mar 27 2011, 08:54 PM
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QUOTE (Glyph @ Mar 27 2011, 04:08 PM) *
The IP system was designed to simplify combat slightly. Extra initiative passes are a huge edge. There are a few ways to keep them from steamrolling over even standard security guards, though.


It seems like it was designed this way just to standardize the rolling system. Older editions you rolled Reaction +1d6 (+Xd6 based on Initiative boosters like Wired Reflexes). Every Combat turn you did Initiative in descending order, then at the bottom of the order you struck 10 points off each number. Anyone still in the positives got to act again in order. Rinse, repeat, until no one had a positive Initiative. It was an odd man out, in that you weren't rolling for a target number. Instead you were just adding everything up.

To me, that's quicker and easier, more elegant -- roll a d6 and add it to your Initiative score. Passing 10s marks gave you more IPs. That doesn't fit into the roll-and-count-hits paradigm of the SR4 system, though, and Init + hits never really gets high enough to provide regular extra IPs beyond +1, using the 10s system.

For me, it's just that the "I always get 3 IPs" mentality is kind of weird. I guess the glitch/critical glitch system of stripping extra IPs can make people feel unlucky, but there's no balancing positive factor of being able to get lucky and go in an extra pass where you normally wouldn't. In a sense, only screwing up badly on Initiative has a major effect.

I guess it doesn't bother me that Wired Reflexes and Synaptic Boosters statically provide those IPs, since in previous editions they effectively provided them that way (+2 Reaction / +1d6 Init per level of Wired Reflexes adds up to consistent bonus IPs). It just seems bad that you can't get really lucky on the Initiative roll and get an extra pass.

Maybe a house rule that for every X hits on the Init roll, you get an extra pass? Would that be awful?

QUOTE
Secondly, remember that while wired reflexes: 1 is not likely to show up until you get to the lieutenant level (squad leaders, veterans - basically anything but the standard first-line security grunts), there are also combat drugs that give an extra IP. You have cram, jazz, and kamikaze. I assume if the main rulebook has three varieties of combat drugs that give an extra initiative pass, then they should be used fairly often by corporations.

On the other hand, K-10 should still be encountered... less often. (IMG:style_emoticons/default/wink.gif)


Drugs are a good option. I don't see certain corps (Lone Star, Knight Errant) using them regularly, but it could work with others -- non-elite security in the Japanese corps, for example.
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Thanee
post Mar 27 2011, 08:58 PM
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QUOTE (Epicedion @ Mar 27 2011, 10:54 PM) *
...but there's no balancing positive factor of being able to get lucky and go in an extra pass where you normally wouldn't.


That's handled with Edge now (however, it only works, if you are not the one with the most IPs anyways)... though it isn't something you get when you roll lucky, the GM can award (refresh) a point of Edge for having great luck with an action, for example.

The GM could also, if someone rolls extremely well on the initiative roll, grant a free point of Edge to spend immediately on an extra IP, for example.

It's all in your hands! (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Epicedion
post Mar 27 2011, 08:58 PM
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QUOTE (enkidu @ Mar 27 2011, 04:47 PM) *
If you feel the combat is too easy for your team, then just change the examples. Like Glyph said, there are drugs that a gang or Corp Guards might be using. In your case, you could have a group of four guards and give extra IPs to one or two.

The basic rule is fun so if the combat isn't enjoyable cos your team rolls over them, screw the rules and change it up.


Threats aren't the major problem. It just seems like my choices are: roll gobs of dice every turn and probably have everything be static (since a big Initiative number + a few hits puts way more weight on the big Initiative number than the few hits), or just have everything be static.

I've to date opted for "just static," because it's similar in results to the basic method with the perk of not having to roll gobs of extra dice.

If the Initiative roll actually really mattered I'd change that position in a hurry.
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Epicedion
post Mar 27 2011, 09:03 PM
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QUOTE (Thanee @ Mar 27 2011, 04:58 PM) *
That's handled with Edge now... though it isn't something you get when you roll lucky.

Bye
Thanee


Edge is the antithesis of luck, except when used on Long Shot tests. Every other time you mostly spend edge to virtually guarantee success, so it's mostly just an "I Win" commodity (or at least an "I Probably Do Way Better Than I Usually Would Under These Conditions" commodity).

Spending Edge to get an extra IP isn't luck, it's just basic resource management.
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Thanee
post Mar 27 2011, 09:04 PM
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QUOTE (Epicedion @ Mar 27 2011, 10:58 PM) *
If the Initiative roll actually really mattered I'd change that position in a hurry.


Something you lose with the static (use same order from round to round)...

- the Uncertainty of not knowing for sure when your next turn comes, it makes planning ahead much easier, if you know your position in the initiative order on the coming rounds for certain
- Wounds reduce initiative, so getting wounded makes you slower in coming rounds

Bye
Thanee
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Thanee
post Mar 27 2011, 09:05 PM
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QUOTE (Epicedion @ Mar 27 2011, 11:03 PM) *
Spending Edge to get an extra IP isn't luck, it's just basic resource management.


Yep, that's what I meant with the "though..." part. (IMG:style_emoticons/default/smile.gif)

Note: I have edited some more into that post above.

Bye
Thanee
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Dakka Dakka
post Mar 27 2011, 09:27 PM
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QUOTE (Epicedion @ Mar 27 2011, 10:28 PM) *
I don't think it's a house rule, I'm pretty sure I read it as an option somewhere. I just don't know where.
The only game I know that definitely does this is D&D 3.5.

QUOTE (Epicedion @ Mar 27 2011, 10:28 PM) *
As for glitches, these mostly affect the first turn -- penalties to actions, lost IPs in the first turn as you're caught off-guard, etc. But once combat moves into the second and third turns, Initiative glitches have lost their potency.
You are right about regular glitches. But one critical glitch will hinder an augmented character significantly for the whole combat, unless you change this rule:
QUOTE ('SR4A p. 145')
If the character rolls a critical glitch, he not only goes last in each Initiative Pass, but he also loses one of his extra actions (if any); this does not affect characters who have only one action per turn.


Just a question, Epicedion. How many rounds does combat normally last at your table? Does rolling ony once per "encounter" signfcantly reduce the number of rolls? If combat only lasts one round, which is quite possible if the PCs surprise the opposition, there is not much gain from such a house rule.
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Epicedion
post Mar 27 2011, 09:28 PM
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QUOTE (Thanee @ Mar 27 2011, 05:04 PM) *
Something you lose with the static (use same order from round to round)...

- the Uncertainty of not knowing for sure when your next turn comes, it makes planning ahead much easier, if you know your position in the initiative order on the coming rounds for certain
- Wounds reduce initiative, so getting wounded makes you slower in coming rounds

Bye
Thanee


In the "static" method, you just knock people lower in the order by their Wound penalties as they accrue.


QUOTE (Thanee @ Mar 27 2011, 05:05 PM) *
Yep, that's what I meant with the "though..." part. (IMG:style_emoticons/default/smile.gif)

Note: I have edited some more into that post above.

Bye
Thanee


I see that.

I'm now considering a house rule in which to apply Critical Success to Initiative, where if you get 4+ hits on your Initiative test, you get an extra IP.

Statistical breakdown (roughly):
(Init: % chance of bonus IP)
2-3: 0%
4: 1%
5: 4.5%
6: 10% (average Initiative)
7: 17%
8: 25%
9: 35%
10: 44%
11: 53%
12: 61%

That encompasses the natural range of human Initiative. This can be augmented up to a max of
18: 90%

So to combat Wired Reflexes and Synaptic Boosters from making people run away on the Initiative chart, I think it would be fair to say that each level causes that 4+ threshold to go up by 1.

So, my team's Hacker with Wired Reflexes 2 and 9 Initiative gets his 3 IPs, but needs 6+ hits on the Initiative roll to get another one, only giving him about a 4% chance.

The Infiltrator, with Synaptic Booster 1 and Initiative 8 gets 2 IPs, but needs 5+ hits to get an extra one, about a 9% chance.

Meanwhile, the Mage, with his Initiative 6 only gets 1 IP but has a 10% chance of picking up another pass.

A theoretical Wired Reflexes 3 street sam with 12 initiative would need 7+ hits to pick up a bonus IP, about a 7% chance.

In the case of Reaction Enhancers or whatever theoretical augmentation that might up your Intuition, those wouldn't modify that 4+ threshold at all. Wired and Synaptic can't be combined with other Initiative boosters, so serious abuse wouldn't be possible.

This probably needs some work (especially on those thresholds), but it would help counter-balance the chance of glitching and losing IPs with being critically successful and gaining IPs.
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Makki
post Mar 27 2011, 09:42 PM
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I like it. Now unaugmented with only Reaction Enhancers and/or Lightning Reflexes can get another IP.
Keep thinking about it. Maybe the additionally won IP comes last? Kind of just manage to squeeze in another action.
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Epicedion
post Mar 27 2011, 09:44 PM
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QUOTE (Dakka Dakka @ Mar 27 2011, 05:27 PM) *
The only game I know that definitely does this is D&D 3.5.


Quite possibly. My inability to find this in my SR books means that I probably read it in a house rule elsewhere or simply adapted it from D&D, and forgot that I did it.

QUOTE
You are right about regular glitches. But one critical glitch will hinder an augmented character significantly for the whole combat, unless you change this rule:


I hadn't really thought about it. I mostly play glitches and critical glitches by ear, taking the normal rules under advisement. It's so rare for someone to critically glitch on 8+ dice that it hasn't caused a lot of fuss.

QUOTE
Just a question, Epicedion. How many rounds does combat normally last at your table? Does rolling ony once per "encounter" signfcantly reduce the number of rolls? If combat only lasts one round, which is quite possible if the PCs surprise the opposition, there is not much gain from such a house rule.


"A few turns" is my best estimate for average combat lengths. My team does their best to avoid straight-up cover-filled-hallway firefights.

It probably doesn't significantly reduce the number of rolls, but it does probably save a minute or several worth of rolling and bookkeeping -- having everyone roll and sound off their Initiative, comparing everyone's results to determine the order and then scribbling down the order.

If combat only lasts one round, then you never roll initiative a second time, anyway, and the point is moot.
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Epicedion
post Mar 27 2011, 09:51 PM
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QUOTE (Makki @ Mar 27 2011, 05:42 PM) *
I like it. Now unaugmented with only Reaction Enhancers and/or Lightning Reflexes can get another IP.
Keep thinking about it. Maybe the additionally won IP comes last? Kind of just manage to squeeze in another action.


That's not a terrible idea. The additional IPs could function in the hypothetical "5th IP" of a turn. This would probably end up being really annoying in practice, though.

AFAIK, there's no real benefit to getting Reaction Enhancers, except if you don't have Wired Reflexes and somehow have managed to rack up enough Essence loss to need to squeeze in a very small Essence cost. If they also made it easier to potentially get a bonus IP, it could justify their purchase. This would make them much like Boosted Reflexes of yesteredition -- a small Essence cost and a small benefit compared to Wired Reflexes, but enough added "oomph" to your Initiative roll to get you another pass some of the time.
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Whipstitch
post Mar 27 2011, 10:01 PM
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Initiative is one of those things that definitely highlights the power difference between the samurai and the mooks, but in all honesty opponents with at least 2 passes are not hard to find given that the list includes all drones, spirits, most paracritters and literally anyone on cram or jazz. Hell, if you sent 3 drones against the team you'd actually be beating them by a pass, so things aren't completely hopeless. Really, the effect of having an IP advantage is most dramatic when the runner team already has a sizable dicepool advantage since at that point they can really start mowing through mooks double time. And really, I don't particularly have a problem in that case, since at that point we're talking about a clear superiority situation, although I understand that some people may want a closer race than that.
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Thanee
post Mar 27 2011, 10:02 PM
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QUOTE (Epicedion @ Mar 27 2011, 11:28 PM) *
I'm now considering a house rule in which to apply Critical Success to Initiative, where if you get 4+ hits on your Initiative test, you get an extra IP.


Good idea in general, but too easy, I think. This will happen quite a lot (competent starting characters have double digit initiative scores!).
It should be more like 5 hits (or initiative / 2 (rounded up) in hits).

One thing... you should only allow the extra IP, if the character in question does not have the highest IP in the combat already.

Because giving those, who already have the highest IP, even more, does not exactly counteract your problem with the extra actions. (IMG:style_emoticons/default/wink.gif)

Besides, they will usually be the ones that make that roll the most often on average.

Bye
Thanee

P.S. Reaction Enhancers are awesome, because they stack with many initiative boosters, unlike pretty much everything else.
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Epicedion
post Mar 27 2011, 10:20 PM
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QUOTE (Thanee @ Mar 27 2011, 06:02 PM) *
Good idea in general, but too easy, I think. This will happen quite a lot (competent starting characters have double digit initiative scores!).
It should be more like 5 hits (or initiative / 2 (rounded up) in hits).

One thing... you should only allow the extra IP, if the character in question does not have the highest IP in the combat already.

Because giving those, who already have the highest IP, even more, does not exactly counteract your problem with the extra actions. (IMG:style_emoticons/default/wink.gif)

Besides, they will usually be the ones that make that roll the most often on average.

Bye
Thanee

P.S. Reaction Enhancers are awesome, because they stack with many initiative boosters, unlike pretty much everything else.


Init/2 would heavily favor low Init scores. Maybe a +2 threshold modifier per bonus IP from gear/magic?
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LonePaladin
post Mar 28 2011, 01:30 AM
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How about this version>

Every 4 hits on an Initiative Test increases your natural Initiative Passes by 1. This does not result in gaining additional passes unless it exceeds your augmented IP score.

To use a f'rinstance:
A street sam, a mage, and a hacker get cornered by Lone Star. Their base Initiative/IP scores are:
  • Street Sam: Init 7(9), IPs 1(3)
  • Mage: Init 8, IPs 1
  • Hacker: Init 10, IPs 1
  • Lone Star Squad: Init 8, IPs 1
Everyone rolls initiative. The street sam gets 9 + 5 hits = 14; the mage gets 8 + 5 hits = 13; the hacker gets 10 + 2 hits = 12; Lone Star gets 8 + 4 hits = 12. Because the street sam got 4 hits, his natural IPs increase to 2, but this doesn't override his augmented IPs. The mage and Lone Star both got enough hits to increase their IPs to 2. This puts the order as follows:

14 Street Sam
13 Mage
12 Hacker/Lone Star
14 Street Sam
13 Mage
12 Lone Star
14 Street Sam
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Makki
post Mar 28 2011, 01:42 AM
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instead of speeding the unaugmented up, we could slow the augmented down.
Everybody starts with one IP.
Every 3 hits on the Initiative test grant an additionial IP, up to the maximum granted by augmentation or magic.

the end result is probably about the same as the post above.
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phlapjack77
post Mar 28 2011, 01:43 AM
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QUOTE (Epicedion @ Mar 28 2011, 04:54 AM) *
Drugs are a good option. I don't see certain corps (Lone Star, Knight Errant) using them regularly, but it could work with others -- non-elite security in the Japanese corps, for example.

One thing here - the book says that Jazz was specifically created by Lone Star to help them compete with wired runners. So having guards use Jazz is totally legit.

"Developed by Lone Star’s R&D Division, jazz was designed to better the odds for run-of-the-mill law-enforcement officers who run up against augmented street samurai."
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Makki
post Mar 28 2011, 01:44 AM
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QUOTE (phlapjack77 @ Mar 27 2011, 08:43 PM) *
One thing here - the book says that Jazz was specifically created by Lone Star to help them compete with wired runners. So having guards use Jazz is totally legit.


especially, as a Sec Guard or LS Cop will run into a Street Samurai only once in his life.
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RSS Lo-Fi Version Time is now: 5th July 2025 - 10:08 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.