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Jun 20 2007, 09:21 PM
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#1
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
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:
So, anyone have observations or objections? -Frank |
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Jun 20 2007, 09:27 PM
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#2
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The Dragon Never Sleeps ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 6,582 Joined: 1-September 05 Member No.: 7,667 |
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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Jun 20 2007, 09:29 PM
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#3
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Moving Target ![]() ![]() Group: Members Posts: 491 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
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 Lars -------------------- |
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Jun 20 2007, 09:39 PM
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#4
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Moving Target ![]() ![]() Group: Members Posts: 777 Joined: 22-November 06 Member No.: 9,934 |
it seems to work out,
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Jun 20 2007, 09:40 PM
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#5
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,618 Joined: 31-December 06 Member No.: 10,502 |
I think the origional rules are to make things like reaction enhancers significant. But your thing should work just fine.
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Jun 20 2007, 09:45 PM
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#6
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Moving Target ![]() ![]() Group: Members Posts: 168 Joined: 23-April 07 From: Aurora, CO Member No.: 11,514 |
They are still significant because your initiative score is raised so you get extra dice to roll. |
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Jun 20 2007, 09:47 PM
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#7
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Technomancer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Former Moderators Posts: 4,637 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
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. -------------------- In keeping with the current trends, I, too, will colorize mod posts.
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Jun 20 2007, 10:03 PM
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#8
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CosaNostra Deliverator ![]() ![]() Group: Dumpshocked Posts: 346 Joined: 29-January 05 From: Philadelphia, PA Member No.: 7,034 |
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.
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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Jun 20 2007, 10:10 PM
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#9
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Technomancer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Former Moderators Posts: 4,637 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
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.
-------------------- In keeping with the current trends, I, too, will colorize mod posts.
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Jun 20 2007, 10:19 PM
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#10
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,075 Joined: 24-May 03 Member No.: 4,629 |
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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Jun 20 2007, 10:21 PM
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#11
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Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,903 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
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.
-------------------- I write stuff for game companies. I also have a Shadowrun Resources page.
If you ask a question in a post, I'll answer it, especially if you direct the question to me specifically. I like to answer questions. |
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Jun 20 2007, 10:32 PM
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#12
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Moving Target ![]() ![]() Group: Members Posts: 749 Joined: 28-July 05 Member No.: 7,526 |
alternatively, you could make every box of damage, or every other, count against initiative instead of every third.
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Jun 20 2007, 10:41 PM
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#13
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 |
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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Jun 20 2007, 11:18 PM
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#14
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Moving Target ![]() ![]() Group: Members Posts: 325 Joined: 9-December 06 From: the Maaatlock-Expressway! Member No.: 10,326 |
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. -------------------- Dis-disclaimer: Contrary to former assertion, Catalyst Game Labs actually did some pretty horrible things to my puppy. °DV8 is a pretty cool person, and his Shadowun Corrosion (alpha) browsergame is a pretty cool game. ° °You should check it out!° |
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Jun 20 2007, 11:21 PM
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#15
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
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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Jun 21 2007, 12:18 AM
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#16
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 |
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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Jun 21 2007, 12:27 AM
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#17
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 5-February 05 Member No.: 7,053 |
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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Jun 21 2007, 01:33 AM
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#18
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
It's unanimous! Ship it in the 5th printing! |
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Jun 21 2007, 01:41 AM
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#19
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Moving Target ![]() ![]() Group: Members Posts: 410 Joined: 5-April 07 From: Vancouver, BC Member No.: 11,383 |
I don't think 3 dumpshockers make something unanimous. -------------------- Only two kinds of people go outside without a beard. Women and boys, and I am neither.
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Jun 21 2007, 01:50 AM
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#20
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
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. -------------------- There's such a wealth of information, why are you so poor?
--Bad Religion |
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Jun 21 2007, 02:10 AM
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#21
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Target ![]() Group: Members Posts: 90 Joined: 25-May 07 From: Florianópolis, Brasil Member No.: 11,747 |
That's what glitches and critical glitches represents on initiative rolls. -------------------- ......................................
"My words but a whisper, your deafness a shout." - Jethro Tull |
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Jun 21 2007, 02:21 AM
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#22
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Moving Target ![]() ![]() Group: Members Posts: 410 Joined: 5-April 07 From: Vancouver, BC Member No.: 11,383 |
and how often do glitches and critical glitches happen?
-------------------- Only two kinds of people go outside without a beard. Women and boys, and I am neither.
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Jun 21 2007, 03:00 AM
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#23
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
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. -------------------- There's such a wealth of information, why are you so poor?
--Bad Religion |
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Jun 21 2007, 03:05 AM
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#24
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,220 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
Shit happens and people are unpredictable. But just doing straight wounds might work. |
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Jun 21 2007, 03:39 AM
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#25
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
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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