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> IP changes, *ducks*
GrinderTheTroll
post Feb 1 2009, 08:39 AM
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Hi all,

I know this topics been beat to death 100 times already but I'd like to throw my hat into the arena and offer up an idea.

Action Phases where players have IP are business as usual. Nothing changes.

Action Phases where players don't have IP they can perform normals actions but must default to the skills linked attribute only. No special modifiers like smartgun or lasersight, etc., only effects that might directly modify your natural attribute apply like magic or drugs. No called shots or aims but you can perform SA/BF/FA actions as normal.

The idea here is that IP represents situation-acumen, presence-of-mind, where-with-all or ability to use all resources to the situation at hand. No IP means you lack the focus to use your resources properly and are reacting on your natural instinct rather than conditioning and training.

The part I like is it brings everyone into the situation letting them do *something* other than wait around for their next IP. Also, it doesn't restricts a weapons rate-of-fire because your lack of IP is keeping your finger off the trigger. (IMG:style_emoticons/default/wink.gif)

I haven't decided what to do with Cyberspace (Skill or Program) yet.

Whatcha think?
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Dragnar
post Feb 1 2009, 08:47 AM
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Apart from me still thinking that there's no reason to somehow buff people without additional IPs, the main problem with your version would be that it's heavily advantageous to characters with absurdly high agility, which is already a really powerful build.
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Aaron
post Feb 1 2009, 01:42 PM
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Out of curiosity, what problem does this proposal address?
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GrinderTheTroll
post Feb 1 2009, 06:05 PM
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QUOTE (Aaron @ Feb 1 2009, 05:42 AM) *
Out of curiosity, what problem does this proposal address?


More specifically:
QUOTE
Also, it doesn't restricts a weapons rate-of-fire because your lack of IP is keeping your finger off the trigger. wink.gif
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Aaron
post Feb 1 2009, 07:22 PM
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So the argument here is that a person's ability to attack with a firearm should be based on the firearm's ability to throw bullets rather than the person's ability to act rapidly? Am I getting that right?
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Muspellsheimr
post Feb 1 2009, 07:42 PM
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I like the idea. However, I think that at best it would over-complicate matters.

It could be a starting point for a good new system, but as you have it, is basically worthless.
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Ryu
post Feb 1 2009, 08:59 PM
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- Dissolve the combat turn.

- Invert IP passes to gain limited passes. Unaugmented metahumans get 4, people with wired-3 get 1.

- In limited passes, you get half your usual pool for any actions you undertake. Full defense actions in limited passes only add half as much to the defense pool as usual.

- Whenever you take an unlimited pass, you have to take your (limited passes, 4-1 (0 for those with 5 matrix IPs) number of limited passes. Initiative would be rolled every other pass.
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kzt
post Feb 1 2009, 09:18 PM
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QUOTE (Aaron @ Feb 1 2009, 12:22 PM) *
So the argument here is that a person's ability to attack with a firearm should be based on the firearm's ability to throw bullets rather than the person's ability to act rapidly? Am I getting that right?

I'm hardly sure this is a good idea. But you can logically argue that it is reasonable to expect that someone who has made the decision to shoot at another person will continue to shoot at them until the reason that they started shooting is no longer there.

I've vaguely considered this kind of system before and what faster characters get are more chances to decide what to do, as once a character starts doing something they need to keep doing it until their next 'action'.
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Critias
post Feb 1 2009, 10:06 PM
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I can only assume that Agility enhancements would cost absurdly more, and IP enhancements absurdly less, using such a system as the OP suggests.
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GrinderTheTroll
post Feb 2 2009, 04:26 AM
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QUOTE (Critias @ Feb 1 2009, 02:06 PM) *
I can only assume that Agility enhancements would cost absurdly more, and IP enhancements absurdly less, using such a system as the OP suggests.

It's not flawless and I agree on your points. My suggestion is something to chew on.

Cheers.
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Aaron
post Feb 2 2009, 04:49 AM
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QUOTE (Ryu @ Feb 1 2009, 02:59 PM) *
- Dissolve the combat turn.

- Invert IP passes to gain limited passes. Unaugmented metahumans get 4, people with wired-3 get 1.

- In limited passes, you get half your usual pool for any actions you undertake. Full defense actions in limited passes only add half as much to the defense pool as usual.

- Whenever you take an unlimited pass, you have to take your (limited passes, 4-1 (0 for those with 5 matrix IPs) number of limited passes. Initiative would be rolled every other pass.

I'll see your wacky and raise you weird.

Ditch the IP system entirely. Get yourself a clock. Seriously. An analog one with the numbers and stuff. Put it on the table. Point the big hand at the 12, and put a marker at 12 for each character in the fight, plus one for the bad guys (or more, if you're tracking their initiative separately). At the start of combat, everybody rolls (IP)D6 and moves his marker counter-clockwise that many half-hours. Once everybody's done that, move the big hand clockwise until it gets to the first marker. That character takes their Action Phase. When she's done, she rolls (IP)D6 again and moves her marker counter-clockwise that many half-hour slots. Then you move the big hand clockwise again to get to the next one, and so forth. Break ties using the method prescribed in your hymnal.

Obviously, you don't actually need a clock, just something that loops (like a circle with a bunch of spaces or a Parcheesi board), but there you go.
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Ryu
post Feb 2 2009, 09:03 AM
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Ah, that´s what these mechanical rotating arm - devices can be used for. So you propose that people with 2 IP / 3 IP / 4 IP should act 1.2 / 1.5 / 2 times as often as someone with 1 IP?

( (IMG:style_emoticons/default/silly.gif) )
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