Time, Pool, and the Flow of Combat, the SR3R way |
Time, Pool, and the Flow of Combat, the SR3R way |
Mar 26 2007, 05:17 AM
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
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SR3R Master Thread Jon’s Glorious Karma Character Generation System (S3CKS) Decking Ranged Combat Astral Space, Essence, and the Awakened New Gear Cyberware _________________________________________________ Decided: (All of these are subject to reopening for discussion should there be any strong argument for a different path) _________________________________________________ In progress: _________________________________________________ Timing is a touchy issue, but it's key to the game. To launch right in: 1) People move in weird orders Mr. Slow-As-Molasses-In-January-And-Not-In-Boston-Either acts before anyone but the Move-By-Wire-equipped can act twice. This doesn't make a lot of sense. In SR2, Mr. SAMIJANIBE would move once, after Mr. WR3 moved two or three times. Possibly four, with an optimized build. That doesn't make a lot of balance. Other proposals have been suggested, including interleaved systems and backwards-counting interrupt-based systems. That doesn't make for a lot of simplicity. What do we do about this? 2) Timing might be weird between different systems I personally believe that astral time, matrix time, Rigger time, and physical time all match up quite well, but this opinion is not universal. Thoughts? 3) Pool use is weird outside of combat Whenever initiative is not in use, pool becomes free dice. Is this a bug? A feature? Do we fix this, and if so, how? 4) Bonuses from reaction/initiative enhancement are not consistent Most things give +2R +1d6I, but it takes two spells to grant bonuses to both. I think that's fine, others may disagree. Present your arguments. Anything else? ~J |
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