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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 ![]() |
Hi all,
I know this topics been beat to death 100 times already but I'd like to throw my hat into the arena and offer up an idea. Action Phases where players have IP are business as usual. Nothing changes. Action Phases where players don't have IP they can perform normals actions but must default to the skills linked attribute only. No special modifiers like smartgun or lasersight, etc., only effects that might directly modify your natural attribute apply like magic or drugs. No called shots or aims but you can perform SA/BF/FA actions as normal. The idea here is that IP represents situation-acumen, presence-of-mind, where-with-all or ability to use all resources to the situation at hand. No IP means you lack the focus to use your resources properly and are reacting on your natural instinct rather than conditioning and training. The part I like is it brings everyone into the situation letting them do *something* other than wait around for their next IP. Also, it doesn't restricts a weapons rate-of-fire because your lack of IP is keeping your finger off the trigger. (IMG:style_emoticons/default/wink.gif) I haven't decided what to do with Cyberspace (Skill or Program) yet. Whatcha think? |
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 ![]() |
- Dissolve the combat turn.
- Invert IP passes to gain limited passes. Unaugmented metahumans get 4, people with wired-3 get 1. - In limited passes, you get half your usual pool for any actions you undertake. Full defense actions in limited passes only add half as much to the defense pool as usual. - Whenever you take an unlimited pass, you have to take your (limited passes, 4-1 (0 for those with 5 matrix IPs) number of limited passes. Initiative would be rolled every other pass. |
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#3
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Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 ![]() |
- Dissolve the combat turn. - Invert IP passes to gain limited passes. Unaugmented metahumans get 4, people with wired-3 get 1. - In limited passes, you get half your usual pool for any actions you undertake. Full defense actions in limited passes only add half as much to the defense pool as usual. - Whenever you take an unlimited pass, you have to take your (limited passes, 4-1 (0 for those with 5 matrix IPs) number of limited passes. Initiative would be rolled every other pass. I'll see your wacky and raise you weird. Ditch the IP system entirely. Get yourself a clock. Seriously. An analog one with the numbers and stuff. Put it on the table. Point the big hand at the 12, and put a marker at 12 for each character in the fight, plus one for the bad guys (or more, if you're tracking their initiative separately). At the start of combat, everybody rolls (IP)D6 and moves his marker counter-clockwise that many half-hours. Once everybody's done that, move the big hand clockwise until it gets to the first marker. That character takes their Action Phase. When she's done, she rolls (IP)D6 again and moves her marker counter-clockwise that many half-hour slots. Then you move the big hand clockwise again to get to the next one, and so forth. Break ties using the method prescribed in your hymnal. Obviously, you don't actually need a clock, just something that loops (like a circle with a bunch of spaces or a Parcheesi board), but there you go. |
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