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> Speed and initiative passes, Should the tortoise beat the hare?
Dikotana
post Mar 3 2009, 02:00 AM
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Moving Target
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Initiative passes and speed seem to have a problem in SR3. Please excuse my unnecessarily drawn out example.

Imagine some slow character with a gun. She's four meters away from a dwarf with a Quickness of 4, a sword, and a strong desire to strike before getting shot. Initiative is rolled, and our trigger-happy lady rolls poorly. She's definitely going to go second.

One possible role gives Mr. Target a single IP. He can move up to his Quickness in meters and start chopping at his enemy. If he rolls much better, Target can have three IPs. He can move only two meters in his first IP, one in his second, and one in his third. That means he moves, can't get close enough to the attacker, and gets shot. Even running doesn't help: he can run Quickness x 2, or eight meters, but still only three in the first IP.

The same problem can come up in a number of ways. Fewer IPs can let characters move farther at the beginning of the turn, which can get them to an enemy, behind cover, or otherwise be an advantage.

How should this be handled? Ignore RAW and let characters divide movement among IPs as they choose? Allow any character to use all movement in the first IP or to divide it equally? Accept a rather counterintuitive disadvantage for faster reflexes?
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