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> [SR3] Alternate Initiative - need folks to tear it apart! :)
Stumps
post May 19 2015, 09:08 AM
Post #1


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Hello again all,

More alternative rules (kind of my jam). (IMG:style_emoticons/default/nyahnyah.gif)

I've had this initiative system alternative for quite a while in various forms.
Now, folks I've ran it with are newer folks who don't have the deep versing Dumpshockers have of SR, so it's never properly been vetted.

I know there are issues; there just has to be.
So I'm asking folks to take a look at the below and then, do what DSFers do best...tear it apart. (IMG:style_emoticons/default/biggrin.gif)

INITIATIVE ALTERNATIVE

Abstract:
The point is to make it feel like the slow guys actually have something to do a bit more, and to create a better feeling of the fast characters moving while other slower characters are in motion, rather than feeling like the slow characters are moving at the same speed as the fast characters; just less often.

Example:
Fast:.........23, 13, 03
Medium:....15, 05
Slow:........08

................P1............P2............P3
Fast:.........23............13............03
Medium:....15a..........15b...........05
Slow:........08a...........xx............08b

[ Spoiler ]


Order goes as follows: ("/" means "or")
Pass 1
1. Fast (2 simple/1 complex)
2. Medium (1 simple/start complex)
3. Slow (1 simple/start complex)


Pass 2
1. Medium (1 simple/resolve complex)
2. Fast (2 simple/1 complex)
3. Slow (does not go)


Pass 3
1. Slow (1 simple/resolve complex)
2. Medium (2 simple/1 complex)
3. Fast (2 simple/1 complex)


==========================
  1. The Initiative Score of the character with the highest Initiative Score determines how many passes exist by subtraction of 10 until such can no longer be subtracted without proceeding into a negative value.
  2. Regardless of player choices regarding the division of their actions, all characters involved in the turn must perform an action on the final pass of the turn (in the example, this is the 3rd pass).
  3. Characters with fewer passes than the fastest character must split their actions up across multiple passes.
  4. The Player determines how their actions are split up.
  5. Complex actions which carry over from one pass to the next are rolled by the action taking character (i.e. "attacker") on their first pass, and resolved - to include the action receiving character's (i.e. "defender") rolls - on the last half of the character's second pass.
  6. For ease of headaches, no action is interruptible anymore than it already is by canon, regardless of its continuation through other passes, or character phases.
  7. If a Character who is taking a complex action which will cross over multiple passes is attacked by a melee attack, then that defending Character must choose to stop their complex action (which will leave them with a Simple Action remaining on their next pass) if they wish to engage in the melee contest rolling. If they choose to continue their complex action and not engage in melee contest rolling, then they may only perform a Soaking Roll in response to the melee attack.


Alright; rip it apart. (IMG:style_emoticons/default/grinbig.gif)

Cheers,
Stumps
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Posts in this topic
- Stumps   [SR3] Alternate Initiative - need folks to tear it apart! :)   May 19 2015, 09:08 AM
- - sk8bcn   /me rolls Intelligence ...fails... I didn't ...   May 21 2015, 09:57 AM
- - freudqo   I think I actually got it… I find it interesting ...   May 21 2015, 12:06 PM
- - sk8bcn   Technically it's fairly close to the 2nd ed sy...   May 21 2015, 12:41 PM
- - Stumps   Thank you both! If complexity is the only iss...   May 21 2015, 10:19 PM
- - sk8bcn   What truly was disppointing in 2nd ed was the long...   May 22 2015, 07:50 AM
- - Cochise   The problems with your suggestion - beyond complex...   May 22 2015, 08:56 AM
|- - Stumps   Hello Cochise, Nice! Thank you for really dig...   May 22 2015, 11:02 PM
|- - Cochise   QUOTE (Stumps)OK, so firstly I want to be clear th...   May 23 2015, 12:19 PM
|- - Beaumis   Disclaimer: I am a firm believer that game mechani...   May 24 2015, 08:59 AM
- - Stumps   Thank you once again, Cochise! Boy, this is gr...   May 23 2015, 09:54 PM
- - Stumps   Beaumis, Wow! Great analysis! I enjoyed r...   May 24 2015, 10:24 PM
- - Stumps   Update: I have the simulator mostly built - charac...   May 27 2015, 04:40 AM
- - Link   First edition managed without dividing actions bet...   May 27 2015, 07:01 AM
- - Stumps   Hello Link, I never played 1st, only really know ...   May 27 2015, 07:11 AM
- - Stumps   I got a little bit further today, buuuuut unfortun...   May 28 2015, 04:32 AM
- - Shemhazai   Have you considered expanding that into a general ...   May 28 2015, 05:45 AM
- - Stumps   Hello Shemhazai, I couldn't do it with this s...   May 28 2015, 08:27 AM
- - Cain   Hey, Stumps! I'm sure you remember my SR3...   May 28 2015, 09:32 AM
- - Stumps   Cain! Of course I remember Cain's Initiat...   May 28 2015, 09:50 PM
- - Stumps   Update: I got all of the data correctly generated ...   May 29 2015, 06:32 AM
|- - Cochise   QUOTE (Stumps)I haven't yet checked everything...   May 29 2015, 10:21 AM
- - Cain   As I recall, the problem I had with traditional in...   May 29 2015, 09:10 AM
- - Stumps   PHEW! Finally done. Due to the large scale of...   May 30 2015, 01:52 AM
- - Cochise   First thoughts and questions: Base TN for a spell ...   May 30 2015, 11:47 AM
|- - Stumps   Thank you Cochise, Some good questions and points ...   May 30 2015, 10:44 PM
|- - Cochise   I fucking hate the quote-tag limitation of this bo...   May 30 2015, 11:53 PM
- - Stumps   Hey there Cochise, I can see that we're going...   May 31 2015, 01:24 AM
- - Cochise   I'll come back to this once I have a clearer m...   Jun 2 2015, 06:01 PM
- - Sendaz   Ouch... hope it works out. At least the tech is ...   Jun 2 2015, 09:31 PM
- - Stumps   Ouch, good luck Cochise! I hope it goes as be...   Jun 3 2015, 08:20 PM


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