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Austere Emancipator
No worries, I do it all the time too.
A Clockwork Lime
QUOTE (Austere Emancipator)
But that's what you're stuck with, because a P&P RPG just can't handle any other way of doing Initiative.

Ohhhhh... that's so not true. smile.gif I've come up with a way for it to work for another project of mine, but it is pretty alien to the way Shadowrun's combat system works and it woudl require a complete reconstruction of the core rules to allow it. But it's definitely possible for there to be a more believable way to handle it in a P&P RPG. smile.gif
Austere Emancipator
You mean it allows all actions to completely spread over the Combat Turns (or equivalent)? Certainly the HERO and SLA Industries systems mentioned above go the route of splicing up the CT into even shorter fragments of time that I mentioned.

You've got a system what dynamically, without any preset # second steps, allows the GM to see at exactly what point in time do different characters start moving, how far they are into their actions at any given time, and exactly when they finish?

The major problem I see with that sort of thing is that many "actions" in RPGs are binary things. You have to decide the exact point where a melee attack has gone on long enough for it to do damage. You have to decide at what point a weapon is reloaded or a person switches from standing to prone, etc etc. Until I see some solid examples, I do not believe a P&P RPG can simulate the "in-between" states that would be required for an initiative system that doesn't fall into the categories I mentioned.
Arethusa
QUOTE (A Clockwork Lime)
QUOTE (Austere Emancipator @ May 4 2004, 03:13 PM)
But that's what you're stuck with, because a P&P RPG just can't handle any other way of doing Initiative.

Ohhhhh... that's so not true. smile.gif I've come up with a way for it to work for another project of mine, but it is pretty alien to the way Shadowrun's combat system works and it woudl require a complete reconstruction of the core rules to allow it. But it's definitely possible for there to be a more believable way to handle it in a P&P RPG. smile.gif

I'm skeptical, but you've got my attention.
A Clockwork Lime
Sure does. If you guys are really interested in it, feel free to drop me a private message and I'll try my best to describe how it works in a paragraph or to. It's not really Shadowrun related nor can it be without a massive overhaul, so I don't think this is the place for it. smile.gif
gknoy
QUOTE (TinkerGnome)
A modified version of the HERO speed chart for SR (assuming 6 segments, or 1 segment per .5 seconds).

TinkerGnome,
Thank you. This is just awesome. smile.gif Simple, concise ... haven't playtested it but I think I may use it =D
TinkerGnome
QUOTE (gknoy)
Thank you. This is just awesome. smile.gif Simple, concise ... haven't playtested it but I think I may use it =D

It is a more or less straight lift from the HERO system. The only things changed were to go from 12 segments to 6, 1 second segments to .5 seconds, and to go from SPD to number of actions wink.gif

The HERO system is a pretty good system, for what it does. You just need a strong understanding of math in order to make characters (since it's easy to end up with the need to determine the cost of a power * (1/2 + 1/4) / (1 - (-1/2), etc.) and a heavy dose of imagination (so, how do I make a fireball spell again? Energy blast + area effect (explosion) + elemental effects - magic based - guestures...)
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