![]() |
![]() |
![]()
Post
#1
|
|
Moving Target ![]() ![]() Group: Members Posts: 286 Joined: 5-September 05 Member No.: 7,688 ![]() |
Let's say you get rid of the whole idea of "initiative passes." Everyone takes one set of actions per combat turn.
Wired reflexes, improved reflexes, etc. would have reduced functioning, so let's say their prices are reduced by a large amount (nuyen, drain rating, etc. all get chopped down). They would still give bonuses to initiative, possibly Reaction, or Dodge skill, or whatever. Do you think a change like this would make Shadowrun 4 combat more or less fun for a greater number of players (obviously combat monkeys would grumble, but would it really make them terribly worse at what they do?)? Would it make character creation more fun if you didn't have to worry about IP boosters? Would it make throwing street thugs and goons at players more fun from the GM's perspective? I don't have enough experience with the system to judge. I am curious what other issues a house-rule like this might bring up. I was playing with a group of new players the other day, and one of the first things I noticed was that they made the mistake of not gobbling up enough IP boosters (my hacker and drones were running around with 3 IPs, while the street sam and mage had 1 each). It seemed lame to be stuck with 1 action just because you didn't realize how ridiculously important IPs were. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 13th August 2025 - 07:07 PM |
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.