QUOTE (Irion @ Sep 23 2011, 06:47 AM)

Well. It is not even possible in other systems. And honestly I have to say, that I can't remember any game, where I needes to know where exactly a person was standing, while an other person was acting.
So none of the situations I pointed out have ever come up in your games? Nobody has been on the edge of short and medium range and it was important to know if they crossed that threshold? Nobody's ever used melee combat and needed to know if they could get into melee range for their turn?
Maybe you're confusing what I think is needed, and think your crazy "my initiative count divided by your initiative count to find out how far you've gotten at this point" is what I want. I'm going to clarify
I don't think it needs to be anything THAT specific. The ONLY thing I have said should happen is that movement should happen every pass regardless of if somebody has an action or not, so you don't have weird things like a low IP person moving further in an IP than a high IP person.
This really isn't a change but is something already in the damn rulesQUOTE
Leading to the proplem I mentioned in the post before.
What problem? The only problems I've seen you point out have been addressed, and mostly come from your completely misunderstanding what is being said.
QUOTE
So do it whit others. There won't be a problem.
There won't be a problem, the system still technically works. It however fails to give any meaningful benefit despite being more complex. Introducing complexity for the sake of complexity so that something might change one time out of a hundred really isn't worth it.
Look at it this way, you have your guy with 15init, and guy with 12 init. Both have 4 IPs:
15-guy1
12-guy2
7-guy1
6-guy2
4-guy1
3-guy2
2-guy1
3-guy2
How is this actually functionally any different from:
IP1:
Guy1
Guy2
IP2:
Guy1
Guy2
IP3:
Guy1
Guy2
IP4:
Guy1
Guy2
It will work out the same for any combination of initiative score and initiative passes (if one person has more initiatve passes than someone else any extra passes will come at the end) UNLESS the higher initiative score is more than double the lower initiative score.
So why not just keep the initiative pass notation rather than confusing it with having to track everyone's number and how many passes they've taken separately?
QUOTE
Easy, because it is written down. Yes, you would need 5 to 10 sec. I do not see a problem here. Yes it is more calculation but most of the calculation is done when the combat starts. (Screw the stupid varible INI and it is done once, when the session starts)
G4 can just write it down on his paper. If I, as a GM come prepared I copy those notes. I need to do it anyway, because I need the INI and the passes. And if I am writing down 2 numbers or 1-4 per player, really does not matter.
But in this case what you need to write down varies dramatically. Current system, all you need to write down is initiative count. That's literally it. With your system, you have to write out the whole initiative order for the entire turn at once. To take a more complex example (and spoiler it because who wants to scroll through that shit):
[ Spoiler ]
Player1: 16 initiative, 4 IPs
Player2: 13 Initiative, 4 IPs
Player3: 12 Initiative, 3 IPs
Player4: 10 Initiative, 2 IPs
Enemy1: 18 initiative, 4 IPs
Enemy2: 16 initiative, 3 IPs
Enemy3: 14 initiative, 3 IPs
Enemy4: 12 initiative, 2 IPs
Now, under normal rules you can literally sum up initiative as this:
-Enemy 1 (4IP)
-Player 1 (4IP)
-Enemy 2 (3IP)
-Enemy 3 (3IP)
-Player 2 (4 IP)
-Player 3 (3 IP)
-Enemy 4 (2 IP)
-Player 4 (2 IP)
ie all you need to write down is the turn order. Now with your system, the turn order ends up exactly the same but you write it as this:
18-Enemy 1
16-Player 1, Enemy 2
14-Enemy 3
13-Player 2
12-Player 3, Enemy 4
10-Player 4
9-Enemy 1 (2nd)
8-Player 1(2nd), Enemy 2(2nd)
7-Enemy 3(2nd), Player 2(2nd)
6-Player3(2nd), Enemy 4(2nd)
5-Player 4 (2nd), Enemy 1 (3rd)
4-Player 1(3rd), Enemy 2 (3rd), Enemy 3(3rd), Player 2(3rd)
3-Player3(3rd), Player 4 (3rd), Enemy 1 (4th)
2-Player 1(4th), Player 2 (4th)
Seriously, look at those two, and tell me they are functionally any different whatsoever. The characters would all be moving in the exact same order at all times, the only difference is that I had to write about 3 times more, and by the time you get to the second pass it looks cluttered as hell.
QUOTE
It is a simulation like approach. It is a bit more complicated to execute than the normal shadowrun approach but still easier than any other approach given here. (With the exception of the frontloaded approach (4-3-2-1 instead of 1-2-3-4)
The problem is this: Your system is functionally 4 IPs with IPs being backloaded. When you use wildly different numbers that don't actually show up in a game, then it can look sort of like the pyramid approach, but real initiative numbers typically don't get that far apart. So functionally it is just 1-2-3-4, with a lot of extra work involved.
QUOTE
I mean the pyramid-approach lets you go crazy as soon as you have more than 3 characters (with different IPs) taking part in combat.
Your approach lets guys with less than 4 IPs go twice or even tribble the way in their last action.
What? Are you seriously STILL not understanding what we're discussing? Where are you getting that you are going double or triple the way in your last action? Or are you still linking actions with movement, something I
explicitly decoupled?
Basically there's 2 systems floating out there right now:
1) Initiative remains as is. You move every initiative pass whether you have an action or not. +Initiative passes give you a bonus complex action, but all characters handle movements per IP, and all combats use 4 IPs, regardless of how many characters are involved.
2) Jester_Zero's proposal where you simplify down to 3 IPs. Everyone gets an action and their full movement on IP2 (or the normal phase). If you have a second IP, you get a complex action and a free 1 meter of movement on IP3 (or the cleanup phase). If you have the max 3 IPs, you get an extra complex action and a free 1 meter of movement on IP1 (the surprise phase).
The 2nd is effectively a pyramid initiative setup, but by removing the 4th IP it is effectively much easier to use, as there's less specific patterns to remember. Just remember 2 = act last, and 3 = act always, and you're set.