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> Initiative House Rule, For Consideration
FrankTrollman
post Jun 20 2007, 09:21 PM
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If you're like me, you're fairly annoyed that wound penalties rarely do a god damned thing to peoples' initiative counts. Seriously, the rule where you don't get to act if you don't get an initiative penalty that drops you to zero really never comes up, because people have iniative counts of 10+ and initiative penalties are all small enough to be counted on one hand.

So here's something I've been thinking of: why not make peoples' Initiative count just be their actual hits instead of their Initiative Plus their hits? It would make peoples' initiative counts way more random of course, an Initiative 14 Street Sam who rolled zero hits would go off at count zero just like an initiative 4 wage slave who scored no hits. But it would also make people lose actions due to wound penalties ever - since a lot of people would be going off at count zero, one, or two, it is pretty easy to imagine characters hitting negative Initiative with wound penalties and losing actions.

I consider the following to be advantages:
  • Easier to explain. For some reason people get confused by rolling Initiative and adding the hits to the numeric value of Initiative. Asking people for their hits on a test is much more in line with the rest of the mechanics.
  • Wound Penalties loom larger and people lose actions now and again. This also makes Damage Compensators a much bigger deal.
  • Very fast individuals (such as Force 8+ spirits) are now capable of not going first.

So, anyone have observations or objections?

-Frank
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DireRadiant
post Jun 20 2007, 09:27 PM
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Looks well thought out to me and achieves what you set out to have it do.

Actually I'm kind of surprised it isn't the way initiative is run to begin with. I don't see where the mechanic for Attribute + Attribute + Hits comes from, whereas we do see where Attribute + Attribute comes up in things like composure and judge intentions checks.
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Larsine
post Jun 20 2007, 09:29 PM
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I too have been anmnoyed with the Initiative rule, especially having to explain to add the hits to the initiative score.

Your suggestion seems fine, and I'll try it out at the next oppertunity.

Thanks

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djinni
post Jun 20 2007, 09:39 PM
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it seems to work out,
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sunnyside
post Jun 20 2007, 09:40 PM
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I think the origional rules are to make things like reaction enhancers significant. But your thing should work just fine.
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lunchbox311
post Jun 20 2007, 09:45 PM
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QUOTE (sunnyside)
I think the origional rules are to make things like reaction enhancers significant. But your thing should work just fine.

They are still significant because your initiative score is raised so you get extra dice to roll.
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Dashifen
post Jun 20 2007, 09:47 PM
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Well, statistically speaking, reaction enhancers are effective because (a) they give you more passes and (b) they generally increase your reaction and, thus, can increase your initiative, too. So with reaction enhancements (including wired reflexes, reaction enhancers, improved reflexes, etc.) are all still extremely valuable.

I like this a lot. I probably won't get to run SR for some months (stupid summer) but I might try this out as well.


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jklst14
post Jun 20 2007, 10:03 PM
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I was actually thinking of adopting the exact same house rule! I say go for it. I think you may also get more Initiative Ties - which would result in more simultaneous actions and would certainly make things more interesting.

QUOTE (Dashifen)
Well, statistically speaking, reaction enhancers are effective because (a) they give you more passes .


Actually, they don't give you extra passes. But I think they're still useful, especially with the extra dice they give for Defense rolls.
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Dashifen
post Jun 20 2007, 10:10 PM
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Reaction Enhancers as the cyberware don't, but I was refering to a general classification of cyber/bio/magic all of which enhance a character's reaction, the attribute and their passess.


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Wakshaani
post Jun 20 2007, 10:19 PM
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I wonder, however, if you won't see an awful lot of "Initiative Bog", where everyone's going at the same time? "Alright, everyone with 2 hits, raise your hand."
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Aaron
post Jun 20 2007, 10:21 PM
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Actually, I suspect that the "add your hits to your Initiative" rule exists to reduce ties. Switching to hits only would roughly triple the instances of ties that would then need a second step to be broken. That being said, I see no reason why one can't just use the original Initiative Rating to break those ties, other than the fact that Initiative would be slowed down.



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2bit
post Jun 20 2007, 10:32 PM
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alternatively, you could make every box of damage, or every other, count against initiative instead of every third.
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FriendoftheDork
post Jun 20 2007, 10:41 PM
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QUOTE (Aaron)
Actually, I suspect that the "add your hits to your Initiative" rule exists to reduce ties. Switching to hits only would roughly triple the instances of ties that would then need a second step to be broken. That being said, I see no reason why one can't just use the original Initiative Rating to break those ties, other than the fact that Initiative would be slowed down.

Yeah was going to say that. There will be ties. And my main problem is that who acts first, who is quicker will be determined mostly by luck than anything else.

No thanks, I like the sammie with wired 2 to actually act before the prof rating 1 security guard. But whatever works for you.


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Naysayer
post Jun 20 2007, 11:18 PM
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QUOTE (FriendoftheDork @ Jun 20 2007, 5:41 PM)
I like the sammie with wired 2 to actually act before the prof rating 1 security guard. But whatever works for you.

Echo that.
I like the thought of wound modifiers being more of an issue though, which is why I also would consider 2bits proposal. Instead of nerfing Initiative, wounds might get some of their ouch back. Maybe the old modifiers from 2nd (and 3rd, I guess) could bring some more hurt to the table?
(For the younger generation, that would be a modifier of - 1 for the first box of damage, - 3 for the third, and - 6 (IIRC) for the sixth.
Maybe add a - 9 for ninth box... that would make getting hurt a little more painful again without making baby samurai sad.



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Buster
post Jun 20 2007, 11:21 PM
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QUOTE (FrankTrollman)
So here's something I've been thinking of: why not make peoples' Initiative count just be their actual hits instead of their Initiative Plus their hits? It would make peoples' initiative counts way more random of course, an Initiative 14 Street Sam who rolled zero hits would go off at count zero just like an initiative 4 wage slave who scored no hits. But it would also make people lose actions due to wound penalties ever - since a lot of people would be going off at count zero, one, or two, it is pretty easy to imagine characters hitting negative Initiative with wound penalties and losing actions.

I don't think makes sense (or is fair) that a wage slave can act as fast or faster than an experienced fighter. However, I think it makes sense to make wound modifiers more effective at slowing someone down.

Why not just double the wound modifier's effect on initiative?
That way a wage slave will be nearly paralyzed by a serious wound (I know I would be) and an experience soldier would still be able to function (just not as quick).
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FriendoftheDork
post Jun 21 2007, 12:18 AM
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QUOTE (Buster)
QUOTE (FrankTrollman @ Jun 20 2007, 04:21 PM)
So here's something I've been thinking of: why not make peoples' Initiative count just be their actual hits instead of their Initiative Plus their hits? It would make peoples' initiative counts way more random of course, an Initiative 14 Street Sam who rolled zero hits would go off at count zero just like an initiative 4 wage slave who scored no hits. But it would also make people lose actions due to wound penalties ever - since a lot of people would be going off at count zero, one, or two, it is pretty easy to imagine characters hitting negative Initiative with wound penalties and losing actions.

I don't think makes sense (or is fair) that a wage slave can act as fast or faster than an experienced fighter. However, I think it makes sense to make wound modifiers more effective at slowing someone down.

Why not just double the wound modifier's effect on initiative?
That way a wage slave will be nearly paralyzed by a serious wound (I know I would be) and an experience soldier would still be able to function (just not as quick).

Yeah I like this suggestion, and 2bits is ok as well. Hmm, I don't think I'll change it yet though, as I want to play the system "as is" as possible without ruining my sense of fun.

wound penalties on initative haven't really been a problem in my group yet.


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Narmio
post Jun 21 2007, 12:27 AM
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I was going to suggest "Or you could just double the effect of wound penalties on initiative?" as soon as I got to the bottom of this thread, but it seems that's been proposed already. I second!
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Buster
post Jun 21 2007, 01:33 AM
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QUOTE (Narmio)
I was going to suggest "Or you could just double the effect of wound penalties on initiative?" as soon as I got to the bottom of this thread, but it seems that's been proposed already. I second!

It's unanimous! Ship it in the 5th printing!
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odinson
post Jun 21 2007, 01:41 AM
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QUOTE (Buster)
QUOTE (Narmio @ Jun 20 2007, 07:27 PM)
I was going to suggest "Or you could just double the effect of wound penalties on initiative?" as soon as I got to the bottom of this thread, but it seems that's been proposed already.  I second!

It's unanimous! Ship it in the 5th printing!

I don't think 3 dumpshockers make something unanimous.


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mfb
post Jun 21 2007, 01:50 AM
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QUOTE (Buster)
I don't think makes sense (or is fair) that a wage slave can act as fast or faster than an experienced fighter. However, I think it makes sense to make wound modifiers more effective at slowing someone down.

i actually see that as more realistic. there are a whole, whole lot of factors that go into 'who goes first' in real life, that the game can't accurately represent. it's actually quite possible for a very fast, experienced person to screw up and let some nobody get the drop on him.


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raphabonelli
post Jun 21 2007, 02:10 AM
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QUOTE (mfb)
it's actually quite possible for a very fast, experienced person to screw up and let some nobody get the drop on him.

That's what glitches and critical glitches represents on initiative rolls.


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odinson
post Jun 21 2007, 02:21 AM
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and how often do glitches and critical glitches happen?


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mfb
post Jun 21 2007, 03:00 AM
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QUOTE (raphabonelli)
QUOTE (mfb @ Jun 20 2007, 08:50 PM)
it's actually quite possible for a very fast, experienced person to screw up and let some nobody get the drop on him.

That's what glitches and critical glitches represents on initiative rolls.

lemme amend that. it's very possible, and should happen more frequently than it does in the game. we're talking differences as small as tenths or hundredths of a second--i don't think anyone should be fast enough that when they don't go first, it's considered a glitch. or, at least, such people should be really, really rare.


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kzt
post Jun 21 2007, 03:05 AM
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QUOTE (Buster)
I don't think makes sense (or is fair) that a wage slave can act as fast or faster than an experienced fighter.

Shit happens and people are unpredictable.

But just doing straight wounds might work.
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Buster
post Jun 21 2007, 03:39 AM
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Which is why it makes sense to add the random roll to initiative, but on average an experienced fighter is going to be quicker on the draw than a noncom.
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