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> Delayed Actions, Really powerfull?
deek
post Sep 7 2007, 07:11 PM
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DTFarstar...the only issue with your example is that you are comparing combat reaction to just normal everyday stuff...apples and oranges.

A closer example might be that you are driving down an alley in an unfamiliar neighborhood and you think to yourself, if someone jumps out in front of me, I'm gonna slam on the gas. So, IMO, that is the held action...granted, its only effective for a few tenths of a second, then you are in the next IP and you lost your ability to trigger that action. You can carry it over though, so you are just sitting there not doing anything, but if someone jumps out in front of you, you will hit the gas.

Irian...he's automatically faster because A won initiative and held his action. If B won, he would be faster to act...that is what initiative is there for.
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Irian
post Sep 7 2007, 07:45 PM
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QUOTE (Doctor Funkenstein)
Reactions have little to do with speed, so much as speed and awareness. That's why Initiative is Reaction + Intuition... and you already won the contest.

No, Initiative is "Who acts first". Simply. But if one character decides NOT to act, but to wait for someone else, he obviously loses this advantage.

If you want to race against someone, but then decide NOT to start as early as possible, but wait for the other racer to start, how can you expect to still start first?

But I can understand mfb, it would probably much more effort to make the system better. Perhaps I'll simply introduce opposed tests for such situations (with a big bonus for the one who already has the gun in his hands, etc.).
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Ol' Scratch
post Sep 7 2007, 07:49 PM
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See, that's the perspective problem I was talking about. You're assuming that Delayed Action is the character giving up his action. It's not. It's simply a term used to describe the character focusing on reacting rather than acting. It's pure, unadulterated metagaming. The character is still acting first; the player is simply choosing to describe his character's increased reaction time as a response to what someone else is doing rather than doing his own thing.
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Lagomorph
post Sep 7 2007, 08:00 PM
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yeah, I guess I don't really get what the issue is either. If you've won init (15 vs 13) what difference does it make if you go on 15, 14 or 13.1 or what ever is just immediately before 13.

Edit:
If you want to make a house rule, say that you can't act in partial phase, so you can only act simultaneously with others. But in simultaneous actions, remember that the person with the higher init goes first. In the previous example of 15 vs 13, 15 can't go on 13.1, but can go on 13, if his init attribute is higher than his opponents, then he can still shoot first, but if not, then he'll shoot after 13 has taken his action.
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TheDrake
post Sep 7 2007, 09:03 PM
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I recall playing in some role-playing game back in the day where everyone rolled init, then the person with the lowest init announced his actions, then the next lowest, then the next lowest, with the highest one declaring last. The highest would then act first. It was designed so the highest person had a better idea of what was going on and as such knew the best way to act.
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deek
post Sep 7 2007, 09:06 PM
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QUOTE (TheDrake)
I recall playing in some role-playing game back in the day where everyone rolled init, then the person with the lowest init announced his actions, then the next lowest, then the next lowest, with the highest one declaring last. The highest would then act first. It was designed so the highest person had a better idea of what was going on and as such knew the best way to act.

Hmmm...that is a very interesting method to declare actions. I like it quite a bit, actually...I think I am going to try that out in my next session and see how it works.
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DTFarstar
post Sep 7 2007, 09:15 PM
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The thing is deek, it's not apples and oranges. It activates the same nerves in the brain, just different ones in the body, not to mention I chose a mundane example that uses a lot of the same peripheral nerves as well.


I've almost been in car wrecks, been in 2, and I've been in some fairly serious fights both with and without weapons. Never guns, thankfully. It's basically the same feeling, though honestly while fighting I got to think more.


Chris
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Tarantula
post Sep 7 2007, 09:18 PM
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TheDrake, I've heard of that, but no one ever can seem to remember the name of the system. I do like that method though, and I've always toyed with using it in my games.
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DTFarstar
post Sep 7 2007, 09:25 PM
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Old White Wolf did it, but it took FOREVER to accomplish combat that way with everyone essentially going twice a turn.


Chris
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mfb
post Sep 7 2007, 09:29 PM
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i think Cain or somebody used that system for SR.
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FriendoftheDork
post Sep 7 2007, 09:35 PM
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As Funk, I don't see the problem here. The only potential problem would be if the one who loses initative wants to make a delayed action just to be able to act before the one that delayed against him.

In theory, that would mean they could both act at the same time. Luckily, we have rules for what happens when characters want to act at the same time: Initative. And since you've already rolled there's no need to roll again. Winning initative means you can pretty much control a combat by being sure you act first even though you're not sure you want to shoot right away. It means that should for some reason a Star beat cop act before a sammie he can say "freeze" and threaten him with a gun without being ultimately doomed to not being able to shoot until the sammie quickdraws, fire a long burst and then fires a short burst at him before he can act!

And yeah the reverse order thing... don't bother I hated that in Vampire as well and it never worked as well as paper as in practice at is was counterintuitive.
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Sma
post Sep 7 2007, 10:31 PM
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I think that game had elves in it, and dragons.
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Argonnite
post Sep 7 2007, 10:40 PM
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Was the game Deathstalkers?
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Sma
post Sep 8 2007, 03:47 PM
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It was actually used in SR 2 for initiative ties. Since I'm AFoldB I'm not sure about SR1.
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