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#26
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 18-July 03 Member No.: 4,963 ![]() |
Ok. Now I have time for a serious response.
Say what? Did you BUY that bullshit? You react faster. You don't GO faster. Did you actually listen to their 'logic' and let their melee chars do more damage? If so, I'm not surprised you consider initiative to be too good.
Predictions: 1. No one will take Boosted or synaptic accelerators. Ever. 2. Everyone who realize Riggers still get crazy boosts to their initiative will play one. 3. 'Joe Average' Shadowrunner will continue to be a 6 reaction char with Wired Reflexes 2 that ALWAYS gets two actions a turn, not a guy who has a 16% chance of two actions a turn. 4. Slow characters will continue to die before they even get a chance to act or even had a chance in hell of being able to act. 5. People still wont ever take Move-by-wire. 6. People who realize Increased Reflexes 3 is now equal to Wired Reflexes 3 will just not play Samurai and will play physical mages instead. 7. Reaction enhancers, typically a staple of hyper-init builds, will cease to be taken. 8. Muscle toner, enhanced articulation, cerebral boosters, suprathyroid glands, and attribute-boosting adept powers will be taken a lot more(Especially muscle toner and EA). Reaction-boosting edges will be in vogue. 9. People will continue to pretend Wired Reflexes 3 doesn't exist. 10. The level 3 adept power will get taken by a few gun nuts, as Geas'd it only costs 3 power points.
No, you pay half that because you have a good personal trainer. Use the Steroids in M&M(page 117). |
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#27
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Moving Target ![]() ![]() Group: Members Posts: 279 Joined: 21-March 05 From: Freeport NY Member No.: 7,205 ![]() |
In game terms, the reflexes allow extra actions per turn. That sorta makes marginal sense. But if it allows extra actions, you're kinda moving fast.
And yeah, the idea isn't perfect but I'm trying to get things goin'. But I'm real sleepy so I'm writing stupidly. |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
Nerfing is never the answer.
There's plenty of proof for that. Rather than blindfolding a good dart player so that the underdog has a chance, it's generally better to just alter the rules of the dart game so that both have equal chance at winning. The dart game here, is Initiative. |
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#29
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 ![]() |
The dart game here is one played with bullets and people who are trying to kill the other player, not to play nice with him.
If you ain't got the reflexes to hack it, you deserve to get your butt shot off. |
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#30
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 ![]() |
Although it's not ideal, I prefer the SR3 init to anything anybody else here has posted.
SR2 had a real problem with Street Sams kill sucking up all the fun, because the high-init character killed everything before the mage got to even act. In SR3 that doesn't happen. The speed sam with MBW 4 still only gets one action before the injured, drunk mage with an effective init of 1 gets to go, so everybody gets to make an impact. Usually in the games I've seen the mages make more of an impact with their actions, because spells are so damn effective (ignores armor, targets opponent's will, unlimited range, etc). So it balances out that the sam gets more actions. |
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#31
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 ![]() |
Actually, with MBW 4, the speed sam gets to act twice before the injured drunk mage with an effective init of 1. With MBW 3 it's more like 1.5 full action sets. With anything else, it's only once. |
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#32
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 ![]() |
Damn, I hate it when you're right... :eek: Thanks for the catch. Still, the concept's the same. [ Spoiler ]
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#33
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
[ Spoiler ]
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#34
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Amateurs. Cue Mastercard voice:
[ Spoiler ]
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#35
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
Exceptional Attribute Intelligence is a waste for this character to start, it does not come into play yet. What you want is Bonus Attribute Point for Quickness and Intelligence. You still need the Exceptional Attribute Quickness to exceed the Racial Maximum.
And I wasn't being amateurish, I was trying to keep him from being a cyber zombie. |
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#36
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Yeah, but buying him the Edges at start make sure he's got room to grow. He's got to put all that karma somewhere, to keep his edge and stay the fastest metahuman on the planet (or die trying, after enough doses of several nasty drugs).
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#37
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
It's not a problem that fast characters get more actions.
It's a problem that slow characters typically have to wait until they can do something, other than the first time around. It is far more involving to use systems that allow all players to span their actions out over the entire combat, and reward faster characters with more actions in that amount of time. This doesn't mean that the slower characters don't do anything. It means that they do it slower. This means that while a slow character would be doing a complex action (for example), a faster character would be doing two complex actions, or even two complex actions and a simple action. I could go on to explain about 3 to 4 (at least) different ways of doing initiative for SR (two of which were Cain's Initiative System). But I really don't seem to be in the mood right now to explode that much content onto the forum right now. I'll put my favorite idea out there in the simplest and crude manner, as an example: Fast:.........23, 13, 03 Medium:....15, 05 Slow:........08 ................#1............#2............#3 Fast:.........23............13.............03 Medium:....15a..........15b...........05 Slow:........08a...........xx............08b Order goes as follows: ("/" means "or") #1 Fast (2 simple/1 complex) Medium (1 simple/start complex) Slow (1 simple/start complex) #2 Medium (1 simple/finish-resolve complex) Fast (2 simple/1 complex) Slow (does not go) #3 Slow (1 simple/finish-resolve complex) Medium (2 simple/1 complex) Fast (2 simple/1 complex) ========================== First of all.
Believe it or not. This actually works pretty well. Others have tried it locally, and they seem to like it's dissecting feel that makes it seem like the slow guys actually have something to do. And, in fact, the slow guys can be found to go before others in later passes because of their "b" action carrying the higher number initiative from the "a" action. The end result is that Fast guys are still faster, and slow guys are still slower, but slow guys have more chances to be involved throughout the bulk of the combat in exchange for a lesser rate of activity. |
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Lo-Fi Version | Time is now: 8th August 2025 - 12:49 AM |
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