Jan 7 2009, 10:38 PM
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,263 Joined: 4-March 08 From: Blighty Member No.: 15,736 |
For whatever reason, you want to replace the Pass system of SR4. Maybe you don't like the fact that when you've got 4 IPs your guns fire 4 times faster, or how IPs are a necessity for anybody who wants to avoid dying in a gunfight. Whatever. I don't care about the reasons, you just want to know about possible alternatives.
I also want to know about the alternatives. I'm the kind of person who likes seeing what happens when something changes. All of these are going to require you recost IP boosting effects, oh well. The simpler ones are far less thought through, because they're boring. NERFPLZ Every extra IP adds a negative penalty that might be cumulative. Call it "attention deficit" or something.
BOOSTPLZ Everyone begins with 2 IPs and the maximums are raised by 1.
Did I hear someone say Extra Actions? 'Cause I think I just heard someone say Extra Actions Every character begins with their IPs stat at 2 and the maximum is 5 (6 for Matrix IPs). Instead of getting additional passes, you get a number of Simple Actions equal to your IPs stat (instead of the normal 2, hence the baseline increase in the IPs stat). You only get 1 Complex Action for all of your Simple Actions.
Variants: Trading 2 Simple Actions gets you a Complex Action No IPs, Init enhancement only, FINAL DESTINATION Any effect that gives you extra IPs gives you +2 Initiative per extra IP instead.
Variants: Change the amount you add to initiative, Allow extra Matrix IPs Look, I just liked the old system better, is using that too much to ask for? You roll initiative. Generally your initiative is quite high and varies quite a bit. Initiative begins at the highest roll and sldies downwards giving you an action when the tracker hits your initiative entry. You gain additional entries every 10 below your value. Ware gives you lots of extra Initiative to make extra passes likely.
Variants: You don't get the additional entries normally and instead when everyone has had their Action Phase they subtract 10 from their Initiative and everyone with a positive Initiative gets another Action Phase in Initiative order (repeat until no further combatants have positive Initiative), You get additional entries every 20 Initiative and then you take a second pass with 10 less Initiative in which only people with positive Initiative get to act I like them being awesome, but not quite that awesome Everyone only ever has 1 IP. Any device that normally gives you an extra IP instead gives you a +1DP bonus on combat actions (this exact tests that the bonus applies to can be tweaked in playtesting) in addition to the Initiative bonus.
Variant: Replace the +1 DP with a +1 Modifier to Agility. This Sam is super lucky! In this, all players start with 1 IP. Ware that increases IPs as well as Reaction/Initative, only increases Reaction/Initiative instead. At the start of combat, all players roll their Initiative dice, as normal. Figure the rest of Initiative as normal; someone with a 10 who rolled 3 hits goes on a 13. In addition, every full 3 hits gives the character an extra IP. This lasts until the next full Combat Turn, and Initiative is rerolled. So it would be: Joe the Sam rolls and gets 6 hits, lucky! He has 3 IPs(2 from hits, + 1 natural.) The combat turn goes as normal; with his extra IPs coming in after everyone else has used theirs up. There are still opponents left; so not everyone rerolls. This time, Joe isn't as lucky...only 3 hits...enough to get him just 2 IPs this turn.
You have 30 seconds to take your turn Reduce the turn length to 1 second. Everyone rolls Initiative at the beginning of combat - this determines their initial Action Points. Everyone gains a number of Action Points equal to their Reflexes (aka IP) each turn. It costs 4 AP to perform a Complex action, 2 to perform a Simple action, 1 to perform a Free action. There's a banked AP cap of 5 and you can rush an action at the cost of a DP modifier equal to the AP deficit. You also go into negative AP from rushing and cannot rush when you have negative AP. Your Recoil counter resets when you take a Take Aim action.
Variants: Use a 3-pass CT that occupies 3s and discard any APs above 1 at the end of each CT - you may make an Interrupt Action for 2 APs Your guns suffer from a bad case of Physics All IP rules remain the same as RAW but guns are restricted to a set number of shots per combat turn. This is based on the number of rounds said weapon can fire in the hands of someone unaugmented (single shot=1, semi auto=2, full auto=10, hypervelocity=12), and ignores the RAW for number of bullets used for suppressive fire. This bullet allowance can be spread across the combat turn by fighters with multiple IPs, and each additional IP refreshes the recoil mods. Hence a 4IP sam with a hypervelocity minigun can fire a short burst, without stacking recoil penalties, in each of his phases, and can even throw in a take aim action for each one. Conversely Mr. Mundane can fire the same number of bullets, with a full-auto action, but cannot aim, and suffers a hefty recoil penalty. To balance magic, similarly only one spell may be cast per phase.
Military Simulations FTW Make a Tactics roll instead of the Initiative roll. Everyone declares their actions in ascending order of the tactics roll and the time allowed for this depends on the number of hits you got on the roll. If you want to co-ordinate your actions, it costs you hits off your Tactics roll. After declarations the GM narrates the actions of the turn. IPs affect the number of actions you get to take and their placement within the single turn timeline.
Variants: Add a Leadership pool of hits that can be used instead of Tactics hits for co-ordination A bit of the old Mexican standoff You don't get additional passes, but whenever you want to react to an action occuring within a certain area of your character you roll IPs x2 with the number of hits determining what "size" action you can take in response.
Variants: Modify the roll used to determine what you get to do Okay, so you go then I go, then we both go together, right? Rather than subsequent passes going upwards (i.e. 1-2-3-4), the passes go through some other order. For example, downwards (4-3-2-1) or even an interleaved system (3-1-4-2).
Variants: Rather than a pass order change you get to act on certain passes based on how many IPs you have (i.e. 1: 4; 2: 3,5; 3: 2,4,6; 4: 1,3,5,7;) I think we should institute Flextime There are N Passes each Combat Turn, and you can spend one of your X IPs each Combat Turn to act in the current Pass. You movement is fixed between Passes you act in, and running into someone means you have to take a test to avoid getting thrown onto your ass.
Variants: Some IP enhancers give you "reactive IPs" that you can only take in the same Pass as someone else I'll add any good points to the lists above if this thread gets off the ground. Edits:
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Heath Robinson Alternatives to the Pass system Jan 7 2009, 10:38 PM
HentaiZonga I personally like Action Points... Jan 7 2009, 10:45 PM
Stahlseele in the SR3 System, you did not get passes, but ini... Jan 7 2009, 10:45 PM
HentaiZonga QUOTE (Stahlseele @ Jan 7 2009, 03:45 PM)... Jan 8 2009, 01:36 AM
JFixer SR4 allows a system in which combat is extremely l... Jan 7 2009, 11:01 PM
Malachi How about this:
Everyone only ever has 1 IP. Any... Jan 7 2009, 11:05 PM
ElFenrir I thought about this a lot, too. Enjoying melee ch... Jan 7 2009, 11:33 PM
Heath Robinson Malachi,
I've added your system to the first p... Jan 8 2009, 12:13 AM
ElFenrir Hmm, Drones are kinda massacred under that. You k... Jan 8 2009, 12:38 AM
Heath Robinson I've added the Action Points system as "Y... Jan 8 2009, 02:28 AM
HentaiZonga QUOTE (Heath Robinson @ Jan 7 2009, 07:28... Jan 8 2009, 03:18 AM
psychophipps We just tweaked our house rule to every extra pass... Jan 8 2009, 04:30 AM
ornot How about Everyones' gun suffers from Physics ... Jan 8 2009, 09:43 AM
TommyTwoToes QUOTE (ornot @ Jan 8 2009, 04:43 AM) How ... May 19 2010, 02:14 PM
Blade There are no combat turns (warning, very different... Jan 8 2009, 12:56 PM
Browncoatone Reaction - re⋅ac⋅tion - [ree-ak-shuhn]
–no... Jan 8 2009, 12:59 PM
Rotbart van Dainig QUOTE (Heath Robinson @ Jan 7 2009, 11:38... Jan 8 2009, 01:14 PM
ornot @Browncoatone
This may be your intention, but you... Jan 8 2009, 01:29 PM
The Pat Since our group never liked the effects of unbalan... Jan 8 2009, 05:54 PM
The Monk We will be trying this:
1 IP gets you 1 complex ac... Jan 8 2009, 06:32 PM
Heath Robinson Added the systems suggested, rephrased things to b... Jan 8 2009, 08:01 PM
masterofm *edited for double post* Jan 8 2009, 08:35 PM
masterofm "There can be only one"
Throw out the I... Jan 8 2009, 08:35 PM
InfinityzeN I always liked the way things worked in Blue Plane... Jan 8 2009, 08:57 PM
Browncoatone InfinityzeN:
I like it. Actions are not instantan... Jan 8 2009, 09:19 PM
Browncoatone So I was thinking about this the other day and thi... Jan 22 2009, 09:09 PM
Dashifen @Browncoatone:
What about people with 1 pass? The... Jan 22 2009, 09:31 PM
IceKatze hi hi
There was a piece of fluff in the 3rd ed Wi... Jan 22 2009, 11:47 PM
tete QUOTE (Heath Robinson @ Jan 7 2009, 10:38... May 18 2010, 06:48 PM
Heath Robinson QUOTE (tete @ May 18 2010, 07:48 PM) If I... May 18 2010, 10:26 PM

tete QUOTE (Heath Robinson @ May 18 2010, 10:2... May 18 2010, 10:58 PM
Caadium I know I recently posted this in another thread, b... May 18 2010, 10:32 PM
Ryu I like the IP-base 2 suggestion the most. Absolute... May 18 2010, 09:18 PM
The Monk If you like the two IP base from above, take a loo... May 18 2010, 11:23 PM
Redcrow I'm in favor of the 1 IP per person with augme... May 19 2010, 12:04 AM
Heath Robinson I made another update to include the new suggestio... May 19 2010, 12:32 AM
Banaticus Here's how it works. Everyone acts normally. ... May 19 2010, 02:04 AM
Nath My take,
"Take decision" becomes Comple... May 19 2010, 11:20 PM
counterveil Sorry to necro a thread, but figured it would be b... Mar 23 2012, 08:12 PM
pbangarth Interesting. It looks as if the issue of how move... Mar 23 2012, 08:26 PM
Stahlseele Ever used the SR3 System? Mar 23 2012, 08:38 PM
pbangarth I did when I played SR3. Remind me, was that the ... Mar 23 2012, 08:48 PM
Yerameyahu That was 3. I liked the /10 rule. Mar 23 2012, 08:55 PM
Stahlseele Ah . . doods . . NOT DIVIDED by ten . .
You roll ... Mar 23 2012, 09:41 PM
Yerameyahu Repeated subtraction is division. Mar 23 2012, 09:42 PM
TheOOB Personally, I actually like the system in the base... Mar 26 2012, 05:00 AM
Warlordtheft In the datahaven#2 issue there is an alternative s... Mar 26 2012, 01:30 PM
Yerameyahu How is that different than normal? Everyone can a... Mar 26 2012, 01:38 PM
Warlordtheft QUOTE (Yerameyahu @ Mar 26 2012, 08:38 AM... Mar 29 2012, 04:00 PM
Yerameyahu I'm saying, AFAIK everyone already gets moveme... Mar 29 2012, 05:26 PM
Warlordtheft In theory that is what is happening, but in RAW te... Mar 29 2012, 06:31 PM
Jizmack I prefer to minimize rule changes, but will eagerl... Mar 29 2012, 07:08 PM
Stahlseele Dude, no, just no . .
If you nerf mundanes becaus... Mar 29 2012, 07:22 PM
WolfgangGrafVonBek QUOTE (Stahlseele @ Mar 29 2012, 08:22 PM... Mar 31 2012, 04:08 AM
Yerameyahu I dunno Warlordtheft. He can only charge across th... Mar 29 2012, 07:45 PM![]() ![]() |
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