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> My take on initiative.
hunter5150
post Jan 31 2005, 10:04 PM
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I was wanting to get everyones opinion on the subject of initiative. I noticed that with a group of cybered up sams, thay could concievably kill an entire team of (insert badguys here) before the (said badguys) even got a shot off. This seemed a little lopsided. My thoughts were to roll initiative like normal but have players announce all actions at start of turn. Then play out all combat phases according to their declared actions. Wanted to kill that guard in one phase? Oops missed that second bullet. Move on to next target as per declaration. I have heard that a turn lasts 3-5 seconds. This seems to fit better with time. Now please tear into my thinking like a band of hyenas. My group sure as hell will.
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GrinderTheTroll
post Jan 31 2005, 10:09 PM
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What's so wrong with the rules on Initiative as they stand? Don't change the rules because your players are beating your opposition, change the opposition.
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James McMurray
post Jan 31 2005, 10:14 PM
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Unless of course your group wants to change the rules, in which case you should change the rules. :)

I don't have a problem with the rules as they are right now. My players all (except the mage) have around 5+2d6 for init. The mage will soon be bondign a sustaining foci to give himself extra initaitive dice. With only 4 characters, usually only one or two enemies die before they get to act. Starting the round in cover, running the previous round, and various other targetting TN raisers really slows down the kill rate.

Its when you have people standing right in front of the gun adept that the higher inits really start to shine. But with even semi-intelligent opponents that should happen fairly rarely. I know that if someone were on the other side of the room from me and they had a gun, I wouldn't run out in front of them.
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hunter5150
post Jan 31 2005, 10:18 PM
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I may not have been clear. I suppose I am looking at it from the timeframe point of view. I know that their are reaction enhancements, but it just seems to me that players are accomplishing way to much in the alloted time of a combat turn. I have no problem with them shooting the five people standing in front of them but its the whole, kill one person ,make sure he's dead, check to see where person two is, calculate invariable tangent of a quantum emulciphier, shoot second person, shoot second person a second time, check third etc. To me it just seems overly "cluttered".
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The Grifter
post Jan 31 2005, 10:23 PM
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Well, as the old saying goes, "play whatever way is fun".

However, I personally wouldn't change the rules just because some characters have a high Init. If they've earned it through karma or paid for it with their hard earned nuyen, it wouldn't be fair to deny them a chance to shine.

And also, I guess it epends on the campaign style you're running. A cinematic game would play itself to this style well, while a gritty one wouldn't.
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James McMurray
post Jan 31 2005, 10:25 PM
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Require more actions spent on observing to determine who is a good target. But if its the number of actions that bothers you, you could instead lower initiative modifiers across the board. Get rid of wired reflexes and change the adept power to match boosted reflexes. Drop rating 3 VCRs and spells that give +3d6 initiative. Do other stuff to lower the average intiative score per person.

Alternatively, just say that rounds are 6 seconds long, or 10, or 15. Whatever seems to be a more logical time frame for someone being able to kill three people in a gunfight.
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The Grifter
post Jan 31 2005, 10:28 PM
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You need more than six seconds to kill three people?
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James McMurray
post Jan 31 2005, 10:36 PM
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I would, but I'm a bit squeemish and would probably spend a large portion of the time in psychological trauma after the first guy's brains went splat.
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The Grifter
post Jan 31 2005, 10:40 PM
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Use a flamethrower. No brains, omae. LOL
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James McMurray
post Jan 31 2005, 10:51 PM
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But then you have that whole "smell of burning flesh" thing. It would probably make me toss my lunch. Then there's the screaming waking up the neighbors. It just wouldn't work.
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Sabosect
post Jan 31 2005, 10:53 PM
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Flamethrowers take longer than six seconds. I prefer white-phospherous minigrenades for that anyway.

Now, you want to kill in three seconds? One second to aim and push button, one second to throw, and one second to dive for cover as the two-second time on the C4 reaches zero.
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tisoz
post Jan 31 2005, 11:05 PM
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My experience from tense situations - time seems to hang and take forever to pass. It may have only been 30 seconds, but seemed like 5 minutes when it was happening. When you are dealing destruction, you do it. Afterwards, when you have survived and the adrenaline is wearing off, you may have a reaction. Most times I have been shot at or had a gun pulled on me, I haven't slept that night. The last time it happened it took about 3 extra hours to get to sleep, but at the time I was so exhausted I should have been to sleep as soon as my head hit the pillow.
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James McMurray
post Jan 31 2005, 11:08 PM
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You may want to think about moving to a better neighborhood, saying pleas and thank you tot he mafia dons, and/or paying off the loan sharks.
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tisoz
post Jan 31 2005, 11:15 PM
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Held up at work a few times, silly situations my friends got me into, and acts of random violence. When I lived in the bad neighborhood, I was the scary guy. ;)
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mfb
post Jan 31 2005, 11:19 PM
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heh, i know what you mean. characters in SR are impossibly efficient in their movements during combat.

some things that might help slow combat down would be:
1) try using the Sudden Shock rules on Raygun's site. basically, every time you take M damage or higher, you have to roll or lose your next action (at least, i think that's how they work).

2) if there's a surprise situation, don't tell the players how many opponents their facing. if they want to do a headcount, they have to take a simple action to Observe in Detail.

3) use the knockdown rules, but don't tell the players how much damage they've done to their opponents. that way, they might see a bad guy go down--but he might not be out. if they want to make sure a bad guy's dead, they'll have to use Observe in Detail; and even then, you might require a Biotech roll.
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The Grifter
post Jan 31 2005, 11:24 PM
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Ah, but the smell of burning flesh is the reward for lugging around the flamethrower.
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Method
post Jan 31 2005, 11:46 PM
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Liberal use of target modifiers is also helpful. Your players will complain at first, until they get used to the idea of needing 6's or 8's for all but the most trivial actions.

Higher target numbers = less sucesses = less damage to bad guys = more player actions.

If you really think about it you can add +4 or +6 to just about any situation.

Low Visibility, Movement, Stress (mental), Weather, Damage (once your NPCs start living longer), NPC magicians/Spirits with Confusion Spells.... it all adds up to less efficient killing sprees for your PCs. :)
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tisoz
post Feb 1 2005, 12:17 AM
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QUOTE (mfb)
some things that might help slow combat down would be:
1) try using the Sudden Shock rules on Raygun's site. basically, every time you take M damage or higher, you have to roll or lose your next action (at least, i think that's how they work).

I'm not sure about this. I don't know anything about Raygun's rules. But from first hand experiences with gunshot wounds - the severity of the wound isn't obvious from the pain or degree it incapacitates you.

Knew a guy that shot himself in the side showing a rifle to buddies from the rack in his pickup. Everyone wanted to get him to the hospital. He laughed it off, and went back into the bar to finish his drink, then later fell over dead as he had a few more.

A friend got shot in the ankle with a shotgun, and walked home on it, said it didn't hurt until he got back from the hospital. An older teacher got grazed across his forearm in WWII, said it hurt like hell even though it didn't really do more than take about a 6 inch streak of skin.

But, if you don't like the way combat seems, I'm wasting my time saying it is just a game and it could be close to how it sometimes seems.
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Lindt
post Feb 1 2005, 12:21 AM
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Oooo I like that... I may have to implment that one. Will (4) sound good?
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James McMurray
post Feb 1 2005, 12:41 AM
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QUOTE
Low Visibility, Movement, Stress (mental), Weather, Damage (once your NPCs start living longer), NPC magicians/Spirits with Confusion Spells.... it all adds up to less efficient killing sprees for your PCs.


For the most part unless the character has natural low light vision, they'll almost always have at least a +1 modifier for partial light. Without cyber lowlight that goes up to +2.

My party has begun to fear NPC shamans more than anything else because they can summon a force 4 spirit pretty easil and royally screw the runners via confusion.
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Crimson Jack
post Feb 1 2005, 12:45 AM
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QUOTE (hunter5150)
I may not have been clear. I suppose I am looking at it from the timeframe point of view. I know that their are reaction enhancements, but it just seems to me that players are accomplishing way to much in the alloted time of a combat turn. I have no problem with them shooting the five people standing in front of them but its the whole, kill one person ,make sure he's dead, check to see where person two is, calculate invariable tangent of a quantum emulciphier, shoot second person, shoot second person a second time, check third etc. To me it just seems overly "cluttered".

It's not. Check out some Maximum Exposure or COPS episodes to see how fast gunfights go. Most are resolved in a few seconds and involve a hail of bullets when multiple gunmen are involved.

Personal opinion: the initiative rules work great within the SR3 game mechanics.
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mfb
post Feb 1 2005, 01:12 AM
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QUOTE (tisoz)
I'm not sure about this. I don't know anything about Raygun's rules. But from first hand experiences with gunshot wounds - the severity of the wound isn't obvious from the pain or degree it incapacitates you.

well, the degree to which you're incapacitated is handled by the wound modifiers. Raygun's sudden shock rule, as i recall, basically handles how you react to the actual wound as you take it. most people, when they take a bullet--or even a punch--are going to stop and blink before they do anything else, no matter how tough they are or how much shock/adrenaline has them tweaked. losing a single action seems like a decent way to handle that.
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Method
post Feb 1 2005, 01:59 AM
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QUOTE (Lindt @ Jan 31 2005, 07:21 PM)
Oooo I like that... I may have to implment that one.  Will (4) sound good?

Lindt: ? to what are you refering :?

Regarding pain: There are numerous studies that show pain isn't just subjective, it has a lot to do with one's perception.

A guy named Beecher conducted a classic study on WW2 soliders and found that 58% of men with severe battle wounds (gunshots, compound fractures, missing limbs) reported no pain at all. He theorized that they were so happy to have escaped the battle alive that thier pain responce was curtailed.

Two researcher named Melzack and Wall came up with theory called "the Gate Control Theory of Pain" back in 1965. They argued that some gating mechanism exists at the spine that amplifyies or dampens pain signals and that the brain itself controls the gate. They also suggested that even subtle mental suggestions could drastically reduce pain.

For example, in one study 500 dental patients were given a placebo instead of a local anesthetic. Those who were reassured the shot would reduce thier discomfort reported less pain than those that were not assured AND those that recieved real anesthetic but were told nothing.

EDIT: Sorry! Almost forgot the point. Pain can be a tricky thing to quantify in game terms, because in real life it depends on lots of things. I think the damage mods to init and TN are ment not only to represent pain, which is mental, but also physiological things you can't just "wish away" like loss of blood, shock, adreanalin rush and the fact that if your arm is shot off its difficult to aim and shoot a gun.

But I also like raygun's/mfb's suggestion of an "oh-shit-i-just-got-shot" pause...
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Austere Emancipa...
post Feb 1 2005, 06:28 AM
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QUOTE (Method)
I think the damage mods to init and TN are ment not only to represent pain, which is mental, but also physiological things you can't just "wish away" like loss of blood, shock, adreanalin rush and the fact that if your arm is shot off its difficult to aim and shoot a gun.

This is also quite obvious from the fact that the Pain Editor bioware doesn't reduce wound modifiers from physical damage at all.

I like a lot of the stuff that's been mentioned so far: Making people Observe in Detail a lot is a good idea, as is using Knockdown rules without telling the players how much damage they did, and using lots of TN modifiers.
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Omega Skip
post Feb 1 2005, 08:37 AM
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Just my 0.02€, counting inflation:

I tried to use the knockdown rules in my game, but in most cases they resulted in just some more dice rolling and no one being knocked down. Knockdown seems a bit "drastic" to me; either nothing happens, or you're knocked back a step or two (which , unless you're up against a wall or standing close to the edge of a tall building, usually doesn't affect combat that much), or you fall over and lose at least your entire next phase just to get up. The Sudden Shock rule sounds like a really nice compromise; will try to use that.

But yeah, if you want your players to "waste" actions during combat, withholding information is the way to go. This is most obviously true in surprise situations where the players have little information about their opposition to begin with; I'd say it should take a player at least one phase to figure out which guy to shoot first, two if he's smart enough to not just stand there and spend all his actions looking.

One thing that I've used a couple of times in my game to slow down combat a bit was coordination. My players usually target the same guy to take down their opposition more quickly. The tricky part is explaining to the players why they need to spend a simple action to observe combat before they can shoot the correct target. The possitive thing about this is that by having them "waste" actions like this during combat, they started coordinating their strategy before engaging the enemy so they wouldn't lose any more actions.

End result: Combat that was quick and efficient because my players made an effort. It still seemed like the 3-4 seconds were packed with lots of actions, but it made sense because the players had planned their attack beforehand.

But of course, stretching combat so that one turn takes 15 seconds is probably the simplest way to make combat less "crowded".
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