Hello again all,
More alternative rules (kind of my jam). (IMG:
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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:
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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 ]
Note:
The below is also a possible selection by the players.
................P1............P2............P3
Fast:.........23............13............03
Medium:....15............05a..........05b
Slow:.........xx...........08a...........08b
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)
==========================
- 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.
- 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).
- Characters with fewer passes than the fastest character must split their actions up across multiple passes.
- The Player determines how their actions are split up.
- 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.
- 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.
- 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:
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Cheers,
Stumps