QUOTE (Semerkhet @ Apr 1 2011, 06:22 PM)

I've rediscovered simultaneous actions in recent years. Burning Wheel has a lovely combat resolution system that captures the chaos of combat rather than the 'one action after another' system so prevalent in most RPGs.
How does it work?
QUOTE (Semerkhet @ Apr 1 2011, 06:22 PM)

For me, one of the more annoying things about the initiative system in SR is that when someone gets knocked out of commission in a given phase it usually wouldn't be apparent for up to several seconds, i.e. 2-3 IPs. I am not happy with withholding that information from players and thus forcing them to pump a corpse full of bullets as it crumples to the ground over two IPs, but I'm also not happy with meta-game hand-waving.
What makes you think that the results of actions only become apparent later? Results from any IP are apparent as soon as they happen. So no, the corpse does not drop in the next round.
QUOTE (Semerkhet @ Apr 1 2011, 06:22 PM)

I'm currently helping design a system (not for use in SR, though I guess it could be adapted) that uses initiative to determine the order in which actions are declared and resolved, with the effects taking effect simultaneously at the end of the turn. Worst initiative score declares first and proceeds to best initiative score declaring last. Reminds me of Battletech way back in the day*, where winning initiative means you are granted the advantage of having your opponent commit themselves to an action without knowing what you're going to do. It's a subtle thing but sometimes decisive.
That's similar to the way oWOD Initiative works. The actions however do not take place at the end of the turn but in order of the initiative. Slower characters will generally become aware of the results of faster ones as they happen, but have no way of interrupting them. Faster characters can act and interrupt anytime at or after their Initiative.
If someone reads the rules of SR carefully this is what should de facto happen anyways.
GM: Player with the highest Initiative, state your characters actions.
Player: I wait and see what happens (i.e. delay Action)
GM: OK. Next in line is one of my goons. He will shoot your character in the face.
Player: No he won't, at least not untill after I have shot him first.
GM: