IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> SR5: Interupt Actions, Questions generated from a run
Redjack
post Aug 6 2013, 07:05 PM
Post #1


Man Behind the Curtain
**********

Group: Admin
Posts: 14,873
Joined: 2-July 89
From: End of the Yellow-Brick Road
Member No.: 3



So I've started running an game in SR5 (will post summary in another thread) and some clarifying questions have arisen:

QUOTE (SR5)
When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action. Interrupt Actions occur outside the normal course of the Combat Turn and do not cost the character their Action Phase (unless they reduce their Initiative Score below 0 with their actions).
Which is right? You must have 5 (or whatever) points for an interrupt action or you need only 1 point and your initiative can be reduced below 0?
Go to the top of the page
 
+Quote Post
Epicedion
post Aug 6 2013, 07:21 PM
Post #2


Douche
****

Group: Banned
Posts: 1,584
Joined: 2-March 11
Member No.: 23,135



QUOTE (Redjack @ Aug 6 2013, 03:05 PM) *
So I've started running an game in SR5 (will post summary in another thread) and some clarifying questions have arisen:

Which is right? You must have 5 (or whatever) points for an interrupt action or you need only 1 point and your initiative can be reduced below 0?


A straight reading of the rules says you just have to have a positive Initiative score remaining to take one of these defense interrupts.

There's an odd case where you could take your final action phase in the round and then interrupt to go on full defense, getting the full defense bonus with no drawbacks.

I would assume a forthcoming errata that states that if you have no remaining action phases in the turn, you can't interrupt.
Go to the top of the page
 
+Quote Post
cndblank
post Aug 6 2013, 07:49 PM
Post #3


Running Target
***

Group: Members
Posts: 1,210
Joined: 5-September 05
From: Texas
Member No.: 7,685



Reading over it, it looks to me like you have to have enough initiative left to pay the full cost of the interrupt action.

If you roll a nine or less initiative total then you can't do a Full Defense.
You have to choose one of the other lower cost Interrupt Actions.

That is harsh, but an average person with a 3 in both Intuition and Reaction will get at least a 10 initiative total half the time.

Add in the following and it sounds pretty fair to me.

" The bonus gained in this manner is kept until the end of the Combat Turn so a character can choose to fight defensively early in
the round by decreasing her Initiative Score to increase her defense. This bonus is also cumulative with other Interrupt Actions. "

It says that if you do a Full Defense Action, you can add your Will to your defense till the end of the Combat Turn even if you do another Interrupt Action.

So it sounds like you can do a Full Defense first thing and if you still have an action left then you can attack normally and still add your Will to your Defense for the rest of the turn.

Or if your initiative total is high enough, could do another Interrupt action like Dodge or Block and roll Reaction, Intuition, Will, and the appropriate skill for Defense.
Spend a point of Edge so you can add your edge in to the total and apply the roll of six, and a character can survive almost any attack for at least a couple of passes which is not a bad thing.
Go to the top of the page
 
+Quote Post
Major Doom
post Aug 7 2013, 12:39 PM
Post #4


Target
*

Group: Members
Posts: 66
Joined: 13-October 10
From: This Toilet Earth
Member No.: 19,111



QUOTE (cndblank @ Aug 6 2013, 03:49 PM) *
Reading over it, it looks to me like you have to have enough initiative left to pay the full cost of the interrupt action.

If you roll a nine or less initiative total then you can't do a Full Defense.
You have to choose one of the other lower cost Interrupt Actions.

That is harsh, but an average person with a 3 in both Intuition and Reaction will get at least a 10 initiative total half the time.

Add in the following and it sounds pretty fair to me.

" The bonus gained in this manner is kept until the end of the Combat Turn so a character can choose to fight defensively early in
the round by decreasing her Initiative Score to increase her defense. This bonus is also cumulative with other Interrupt Actions. "

It says that if you do a Full Defense Action, you can add your Will to your defense till the end of the Combat Turn even if you do another Interrupt Action.

So it sounds like you can do a Full Defense first thing and if you still have an action left then you can attack normally and still add your Will to your Defense for the rest of the turn.

Or if your initiative total is high enough, could do another Interrupt action like Dodge or Block and roll Reaction, Intuition, Will, and the appropriate skill for Defense.
Spend a point of Edge so you can add your edge in to the total and apply the roll of six, and a character can survive almost any attack for at least a couple of passes which is not a bad thing.


The Interrupt Actions sound like it can be abused by characters with high Initiative Scores.
Go to the top of the page
 
+Quote Post
Elve
post Aug 7 2013, 12:52 PM
Post #5


Moving Target
**

Group: Members
Posts: 276
Joined: 6-August 02
From: Kiel, Germany
Member No.: 3,071



It would perhaps be better and clearer to remove 10 from your ini score as soon as you took your action (instead of after everyone acted) and than simply. you can take interrupt if you are still above 0 (before the interrupt)
Go to the top of the page
 
+Quote Post
Redjack
post Aug 7 2013, 03:22 PM
Post #6


Man Behind the Curtain
**********

Group: Admin
Posts: 14,873
Joined: 2-July 89
From: End of the Yellow-Brick Road
Member No.: 3



QUOTE (Major Doom @ Aug 7 2013, 07:39 AM) *
The Interrupt Actions sound like it can be abused by characters with high Initiative Scores.
Agreed. On second and third actions against opponents who have only one action the latter have no options for interrupt actions. Though... "speed is life" and this does make a rude sort of sense, even if it generates suckage for those with fewer actions.
Go to the top of the page
 
+Quote Post
cndblank
post Aug 7 2013, 05:47 PM
Post #7


Running Target
***

Group: Members
Posts: 1,210
Joined: 5-September 05
From: Texas
Member No.: 7,685



QUOTE (Redjack @ Aug 7 2013, 09:22 AM) *
Agreed. On second and third actions against opponents who have only one action the latter have no options for interrupt actions. Though... "speed is life" and this does make a rude sort of sense, even if it generates suckage for those with fewer actions.



Well maybe it will quiet those that have been complaining about how much the game balance has shifted from the faster characters.

I do like that for at least a short while, a Character can actually have decent odds of not being hit.
It helps with the Boss battles.

Go to the top of the page
 
+Quote Post
DMK
post Aug 7 2013, 09:26 PM
Post #8


Target
*

Group: Members
Posts: 81
Joined: 11-March 08
Member No.: 15,761



QUOTE (Active Defense example SR5 pg 191)
He may like to Parry the attack, but his Initiative Score is already in the negatives so he can’t.
The example favors cndblank's interpretation above. As Blackfeather can't pay the Initiative cost of the Parry, he can't use it.

Go to the top of the page
 
+Quote Post
SanctionT
post Nov 5 2013, 08:19 PM
Post #9


Target
*

Group: Members
Posts: 5
Joined: 4-November 13
Member No.: 170,416



In our game, we've ruled that you can perform an interrupt action if you have a positive initiative score (even a 1). We decided the idea that an average person (who gets a 10 or less half the time) would therefore not be able to perform a full defense half the time was a bit absurd. If all they want to do is go on the defensive, anyone who is able to act should always have that option.
Go to the top of the page
 
+Quote Post
Shemhazai
post Nov 7 2013, 10:00 PM
Post #10


Moving Target
**

Group: Members
Posts: 598
Joined: 12-October 05
Member No.: 7,835



QUOTE (cndblank @ Aug 6 2013, 02:49 PM) *
Or if your initiative total is high enough, could do another Interrupt action like Dodge or Block and roll Reaction, Intuition, Will, and the appropriate skill for Defense.
Spend a point of Edge so you can add your edge in to the total and apply the roll of six, and a character can survive almost any attack for at least a couple of passes which is not a bad thing.

Since going on full defense causes defense tests to include an attribute (Willpower), does not the physical limit apply?
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Nov 7 2013, 10:17 PM
Post #11


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Shemhazai @ Nov 7 2013, 03:00 PM) *
Since going on full defense causes defense tests to include an attribute (Willpower), does not the physical limit apply?


Defense Tests ALWAYS use an Attribute... That is not a uniqueness of Full Defense. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Chrome Head
post Nov 7 2013, 10:17 PM
Post #12


Shooting Target
****

Group: Members
Posts: 1,696
Joined: 8-August 13
Member No.: 140,284



QUOTE (Shemhazai @ Nov 7 2013, 05:00 PM) *
Since going on full defense causes defense tests to include an attribute (Willpower), does not the physical limit apply?


They already include 2 other attributes, and no skills are involved, nothing has changed here, so still no limit on those defense rolls, I believe.

I agree that being fast is more useful than before. It's just that they're not as extremely fast as they were (especially for the cost), and that you can be already relatively fast without augmentation (rea 5, int 5 does the trick), which doesn't pull them as much ahead as before. But I do think the advantage is more pronounced.

Edit: And I'm quite satisfied with this change.
Go to the top of the page
 
+Quote Post
xsansara
post Nov 8 2013, 01:35 PM
Post #13


Moving Target
**

Group: Members
Posts: 129
Joined: 3-July 08
Member No.: 16,112



Limit applies to rolls including a skill, not those including an attribute.

Being fast is not only good for acting a lot, but it also makes you dodge a lot better (except for AoE). High dodge NPC are very good boss fights, BTW.

I kind of like the new initiative rules, but the urge is so strong to change back to SR3 with the one continious countdown per round. Since mages and Hackers now have much better options of being fast, it is not a matter of "Oh the fighting starts... I will get some coffee." for the non-samurai anymore.
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 13th May 2026 - 01:35 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.