How fast is that, exactly?, Discussion of initiative statistics, etc |
How fast is that, exactly?, Discussion of initiative statistics, etc |
May 29 2004, 04:17 AM
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#1
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Okay, I got bored and decided to see what the probabilties of getting a certain number of actions is for various types of initiative boost. Here is what I came up with. I considered reactions from 4 to 12, which would account for most bioware and racial maximums (a human maxes out at 11 reaction without cyberware, an elf at 12). Reaction enhancers weren't considered in this, but you'll probably be using them if you're at 12 reaction, anyway. Reaction boosts from the "Boost" cyber aren't counted under the R column. That's pure bioware+natural reaction (and reaction enhancers if you're trying to see how they fit in). First, un-boosted initiative.
Now, common cyberware. The synaptic accelerator alone is not considered as it is inferior to Boosted III.
Now, top of the line cyber and cyber+bioware combinations. MBW I - III are equivalent to Wired I-III in terms of initiative.
Finally, common magic.
Okay, so what does all that tell us? A fast metahuman can get two actions per turn, but never 3. MBW IV is fast provided you have the millions upon millions of nuyen necessary to get it at a usable grade. In terms of starting cyberware, Boosted III is pretty good for your money. Wired I is a waste (provided speed is your primary goal). Wired III provides a slight advantage over Boosted III, but unless you intend to install a reflex trigger, it's not worth it. Wired III appears to be marginally better than Boosted III + Synaptic Accelerator II. The odds of getting that mythical fifth action out of the BIII+SAII combo is pretty much akin to winning the lottery. < 1% Reaction enhancers can be added to any of these systems to make them faster, but even then it'll take a lot of enhancement to drop off the R12 scale. An "average" starting sam has a reaction of 9 (assuming quick 9, int 5, enhanced articulation, syprathyroid). Thoughts? |
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May 29 2004, 04:33 AM
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#2
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Moving Target Group: Members Posts: 334 Joined: 17-November 03 From: Texas Member No.: 5,828 |
Nitpick: The maximum reaction enhancer rating is 6, and going with deltaware doesn't change that. I know it won't affect your calculations. Consider me Type 1. Thanks for the analysis, but one thing you also might consider in your summary is the essence cost. Not everyone that wants to be fast on the draw is okay with burning themselves out of essence. |
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May 29 2004, 04:39 AM
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#3
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
one thing:
max rating of reaction enhancers is IIRC 6.
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May 29 2004, 04:40 AM
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#4
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Damn. That's what happens when someone decides it's a good idea to write "six" instead of "6". I looked right at it half a dozen times without realizing it was the limitation.
That makes max initiative instead +14 +4d6 or 26+5d6. Still big, but only a max of 6 passes (8 actions). |
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May 29 2004, 04:47 AM
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#5
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
Oh, than also:
Yes he can. Adrenaline Surge Edge. He can technically get 30 if he sells his sould to the gods of repeating 6's. :D |
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May 29 2004, 04:49 AM
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#6
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Edges and flaws are optional rules so they don't count ;)
Your odds of 3 actions are still pretty low, even with them. If your reaction is 9, you're still only at approximately a 30% chance of three actions. |
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May 29 2004, 04:49 AM
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#7
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
Corollary to Adrenaline Surge: if you roll up to a 30 on a single die, enjoy your complementary heart attack.
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May 29 2004, 04:55 AM
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#8
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
I've had a player roll a 39 on a single die before, without karma, in front of me, and his target number was 29 IIRC. =P
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May 29 2004, 05:16 AM
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#9
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Playing Brave New World one time, I hit the high 20s on a single d6. Intimidated an entire room full of gangers like no one's business ;)
You know... I really hate Adrenaline Surge as an edge. The wording is such that a mage can start the game with it and then cast increased reflexes +3 to get +3d6 initiative which all use the rule of 6... Same goes for adding cyber. |
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May 29 2004, 05:19 AM
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#10
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Alpha Boosted I and SA 2 is a good route to go for an essence-friendly initiative boost: .4 Essence and 1.00 Bio for +3d6 to initiative.
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May 29 2004, 06:05 AM
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#11
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Moving Target Group: Members Posts: 614 Joined: 17-June 03 From: A safehouse about to be compromised by ninjas Member No.: 4,754 |
Ive already done a more comprehensive run of numbers for my own use, lost in a folder somewhere.
But the results were boosted1 as the most effecient initative for the cost and essence. Boosted3 + SA + Reaction enchancer 6 was the highest initiative increase. Move by Wire 4 is the most number of actions due to the bonus actions, but not the highest (ie first) number. Wired reflexes 2 is the other effecient one, in terms of cost and essence. Wired 1 and 3 are ineffecient but significant increases in terms of statistical chance to act more or sooner. |
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May 29 2004, 06:41 AM
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#12
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
Uh, Dwarf, fastest average speed comes from Boosted 3 and Wired 3, not Boosted 3, SA 2, and RE 6.
Character with all attribute stats at 4: Unaugmented initiative is 4+1d6: average 7.5 Wired 2 and Reaction Enhancer 6 is 14+3d6: average 24.5 Synaptic Accelerator 2, Reaction Enhancer 6, and Boosted Reflexes 3 is 12+5d6: average 29.5 Wired 3 and Reaction Enhancer 6 is 16 + 4d6: average 30 Yes, at its absolute max, SA2 + RE6 + BR3 can give you 42 initiative while Wired 3 and RE 6 'only' max out at 40. Really, the difference is miniscule, and average matters more. In either case, they're really quite close, and Wired 3 has the benefit of being less reliant on dice (not to mention giving you a somewhat substantially better Reaction scote). And I don't know why you think Wired 2 is inefficient. That shit is really cheap. There's a reason its de rigeur for mid range combat and bodyguard types. |
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May 29 2004, 06:52 AM
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#13
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Is there anything a Rigger can do beyond VCR improvements and Structural Agility?
~J |
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May 29 2004, 06:53 AM
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#14
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
He can get in a JIM suit.
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May 29 2004, 07:08 PM
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#15
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
Boosted Reflexes doesn't stack with Wired Reflexes, Arethusa.
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May 29 2004, 07:21 PM
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#16
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
But Reaction Enhancer does.
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May 29 2004, 07:29 PM
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#17
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
Yes, absolutely. However, you said:
Which would imply that BR and WR stack. And they don't. |
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May 29 2004, 08:16 PM
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#18
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Moving Target Group: Members Posts: 665 Joined: 20-November 03 Member No.: 5,834 |
Get a mage to cast "Improve Cybered Reaction" on you and pray that they miraculously get many successes? Since theoretically there's no upper limit to improve Cybered Reaction, how high could you get it? A force 12 spell from a Great Dragon could give you an insane speed edge. |
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May 29 2004, 09:16 PM
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#19
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
My mistake. Was late, and those two can be easy to mix up. Meant RE 6 and Wired 3. And, seriously, for riggers, just get a JIM suit. Check out Man & Machine to see what I mean. |
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May 29 2004, 11:06 PM
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#20
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Eh? you realize that these two combinations are the exact same boost to initiative, right? +8 reaction +4d6 initiative. Also, I see from reading up that MBW can't take reaction enhancers at all (never used the stuff, personally). My curiosity was more aligned along the path of, for a given character, how good is each initiative boost. The difference between Boosted III and Wired II for a street sam in terms of pure numbers is a rather small 25% chance at a third action. Boosted I + SA II is pretty good (though Boosted III + SA II is still much better). You'll notice that I didn't consider the combination in these tables (these are just the "example" tables I pulled out). That'd be because you often can't get cultured bioware at character gen so it wasn't worth mentioning. Essence and nuyen costs are also an exercise for the reader. Personally, I don't look at "average" rolls. Percentage chances of a given number of actions is more important, in my mind. If anyone wants to see the complete tables, check here. |
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May 30 2004, 01:52 AM
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#21
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Moving Target Group: Members Posts: 614 Joined: 17-June 03 From: A safehouse about to be compromised by ninjas Member No.: 4,754 |
The boost may be the same Tinker. But I mean since MBW4 gives you two "free" actions at the bottom of the pass it does indeed give you the most chances to act. If thats what you meant and I read your post right.
And Wired 3 / Reaction Enchance 6 might be slightly higher boost on average. But when you run the same math with a base reaction of 6, and consider the entier range of die rolls, Boosted 3 / SA 2 / Reaction Enchnce 6 is better. Because theres more dice involved theres more variance, and with base of 6 you wind up with more actions more often due to the break points on 10s. Least thats what my math showed. Also, Boosted3/SA2/RE6 takes up less essece/bio space than does the wired 3 track, allowing you to do more with the rest of your guy. (cant read tinkers chart, /cry) |
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May 30 2004, 02:26 AM
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#22
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
What I read was that you said MBW didn't give numbers as high as the B3+S2+R6 combo which isn't really true. MBW IV is the best initiative booster in the game. Which is only fitting if you can aford the millions of nuyen to get it (and don't mind taking stress every month and having a high risk of serious side effects).
There are advantages to every setup, though, and no one is the "best". I was only talking about pure speed with the charts. The file is .xls, can you download it at all? Or just not view it? Standard Excel format (you can view it with open office, which is free, too). |
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May 30 2004, 02:35 AM
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#23
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
You can also open it with Appleworks if you swing that way.
~J |
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May 30 2004, 03:14 AM
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#24
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Er, what is this, exactly? Or where is it? |
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May 30 2004, 03:17 AM
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#25
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Moving Target Group: Members Posts: 360 Joined: 24-May 04 Member No.: 6,354 |
It's a lame deep sea diving suit in the Cannon Companion, p. 57. I have no idea what crack Arethusa is smoking, though. They don't do anything for Reaction or Initiative (and only penalize you if you're not rigging it), and even if you're rigging it you can't be rigging a vehicle or drone. Whooptido.
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