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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Fri Oct 13, 2017 11:32 pm Post subject: Alternative Initiative (Based on Shadowrun) |
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As I am a Freelance author for Shadowrun now (hey folks, I got my start here! WOO!!! ), my group has playtested the most recent version of the rules.
So, I tried out the most recent version of the Initiative system for Shadowrun using D6, and found it worked quite nicely to narrow down the amount of Initiative rolling, and awarded a bonus to those that rolled really damned well.
Basically, it works like this:
Everyone goes as normal, highest-to-lowest. Then, subtract 10 from the initatives, and do the same thing. Then, subtract another ten, and go on.
So, one PC gets 21, the other PCs get 12, 11, 8, and the NPCs get a whopping 14.
Everyone goes as normal. Then subtract 10. The person who rolled 8 is done, but everyone else gets another go. Then, another 10, and the PC who rolled 21 gets one more go.
New Initiative.
In addition to this, I also ruled that pilots/drivers/beast riders only have to make one Piloting roll for this set. This gives the pilots a chance to do more than just try to Dodge Roll, although if they get a crappy first roll and get a good Initiative, they can try for a better Dodge later on.
My group likes this, but they're used to this system from Playtesting Shadowrun, so maybe it's just them... |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Oct 14, 2017 2:56 am Post subject: |
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So if say a pc only rolls 9 or under, he can only do 1 action. Someone who rolls 11-20 (effectively) can do 2 actions, and so on.. _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sat Oct 14, 2017 8:45 am Post subject: |
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The new Shadowrun Rules sound a lot like the old Shadowrun rules.
So, if you're doing this, what do you roll for initiative? How do you keep that from becoming, in effect, the "uber stat" that determines the value of the rest of it? I know in old Shadowrun, a high initiatve was pretty well king... if you have 2 more actions than everyone else, you're going to have a significant advantage in every encounter. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Sat Oct 14, 2017 4:31 pm Post subject: |
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garhkal wrote: | So if say a pc only rolls 9 or under, he can only do 1 action. Someone who rolls 11-20 (effectively) can do 2 actions, and so on.. | You got it. With an open ended Wild Die, it can get quite high if lucky.
MrNexx wrote: | The new Shadowrun Rules sound a lot like the old Shadowrun rules.
So, if you're doing this, what do you roll for initiative? How do you keep that from becoming, in effect, the "uber stat" that determines the value of the rest of it? I know in old Shadowrun, a high initiatve was pretty well king... if you have 2 more actions than everyone else, you're going to have a significant advantage in every encounter. | Reaction + Intuition, two mental attributes in Shadowrun. And any magical/cybernetic bonuses. (And PM me if you want more Shadowrun stuff, let's keep this D6 here.).
In Star Wars, still going with Perception. And potential Cybernetic/Force bonuses. |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sat Oct 14, 2017 6:13 pm Post subject: |
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How do you envision this interacting with MAPs? Is it "When your turn comes up, you receive MAPs for actions done that pass", or do MAPs apply through an entire round? The first seems to greatly advantage those with high Perceptions... if I roll a 21 and you roll a 9, I'm going to get 3 rounds of regular d6 actions to your 1. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sat Oct 14, 2017 9:43 pm Post subject: |
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I already house ruled that an additional action can be taken every 5 counts down from the initiative roll, if the character so chooses. So, theoretically, someone who rolls 20 on their initiative can take 5 actions in a round. That same character, if his opponent rolled less than 10 could take 3 actions before the first is even able to act: 1 at 20, 15, & 10. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Oct 14, 2017 10:29 pm Post subject: |
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I asked a similar question here, and the Shadowrun method was mentioned... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Oct 15, 2017 1:30 am Post subject: |
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Raven Redstar wrote: | I already house ruled that an additional action can be taken every 5 counts down from the initiative roll, if the character so chooses. So, theoretically, someone who rolls 20 on their initiative can take 5 actions in a round. That same character, if his opponent rolled less than 10 could take 3 actions before the first is even able to act: 1 at 20, 15, & 10. |
Are those actions still penalized -1d for every one after the first? _________________ Confucious sayeth, don't wash cat while drunk! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sun Oct 15, 2017 3:06 pm Post subject: |
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Quote: | Are those actions still penalized -1d for every one after the first? |
Of course, just because your initiative allows you to take that many actions, it doesn't mean your skill dice will too. _________________ RR
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sun Oct 15, 2017 4:29 pm Post subject: |
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So, in effect, this is more a limit on the number of MAPs you can get per round, rather than allowing additional actions? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sun Oct 15, 2017 7:55 pm Post subject: |
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I suppose you could look at it that way, but I like to think of it as giving someone quick enough the ability to take multiple actions before anyone else.
So, your badass gunslinger can potentially draw and gun down multiple attackers before they can even squeeze a shot off. Or, a thief can use their super high initiative to run high speed and make multiple jumps or climbing rolls before his pursuers get a chance to shoot him. _________________ RR
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sun Oct 15, 2017 9:13 pm Post subject: |
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Which, IME with Shadowrun (3rd edition and earlier) got REALLY frustrating for those who didn't have big initiatives... fights were over before they got to do anything. The other version (everyone gets pass 1, then those with pass 2 get to go again, etc.) is common to later Shadowrun and Palladium, and is a bit less frustrating, simply because they've at least gotten to do something before the combat monsters take over. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Tue Oct 17, 2017 1:29 am Post subject: |
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MrNexx wrote: | Which, IME with Shadowrun (3rd edition and earlier) got REALLY frustrating for those who didn't have big initiatives... fights were over before they got to do anything. The other version (everyone gets pass 1, then those with pass 2 get to go again, etc.) is common to later Shadowrun and Palladium, and is a bit less frustrating, simply because they've at least gotten to do something before the combat monsters take over. |
Hence the old shadowrunner axiom-"Geek the mage first". I miss those days. SR ed 4th+ just decided to change too many things just for the sake of change. |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Tue Oct 17, 2017 2:25 am Post subject: |
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We're on Fifth Edition now, and a lot of folks have been saying the Inmates are now running the Asylum because of old skool fans being part of the team.
I should know, I'm one of those inmates!
The Brain wrote: | MrNexx wrote: | Which, IME with Shadowrun (3rd edition and earlier) got REALLY frustrating for those who didn't have big initiatives... fights were over before they got to do anything. The other version (everyone gets pass 1, then those with pass 2 get to go again, etc.) is common to later Shadowrun and Palladium, and is a bit less frustrating, simply because they've at least gotten to do something before the combat monsters take over. |
Hence the old shadowrunner axiom-"Geek the mage first". I miss those days. SR ed 4th+ just decided to change too many things just for the sake of change. |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Tue Oct 17, 2017 12:56 pm Post subject: |
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The Brain wrote: | MrNexx wrote: | Which, IME with Shadowrun (3rd edition and earlier) got REALLY frustrating for those who didn't have big initiatives... fights were over before they got to do anything. The other version (everyone gets pass 1, then those with pass 2 get to go again, etc.) is common to later Shadowrun and Palladium, and is a bit less frustrating, simply because they've at least gotten to do something before the combat monsters take over. |
Hence the old shadowrunner axiom-"Geek the mage first". I miss those days. SR ed 4th+ just decided to change too many things just for the sake of change. |
Whereas I prefer the Stat+Skill method of 4e... but, as has been said, this is not the place to do it. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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