From: | marc.renouf@******.com (Renouf, Marc A.) |
---|---|
Subject: | Checks and Balances |
Date: | Mon, 18 Apr 2005 18:14:27 -0400 |
> From: shadowrn-bounces@*****.dumpshock.com
> [mailto:shadowrn-bounces@*****.dumpshock.com] On Behalf Of Ubiquitous
> Sent: Friday, April 15, 2005 6:17 PM
>
> > I've never had a problem controlling munchkins in any
> edition of SR.
> >And I still use SR2-style initiative (which was something
> that most GMs
> >found really egregious with munchkin characters).
>
> How did you do that? My players are inent on doiung
> everything they can to increase theirs to the max and I hate
> doing the same for NPCs.
It's easy - remember the target number modifiers. If the target
number to actually hit your opponent is pushing the 10+ range (which
they frequently do in combat), all having a higher initiative allows you
to do is waste ammo more quickly. It'll get really frustrating for them
to always act first and yet not be able to actually *hit* anything.
Also remember the two great equalizers - stealth and surprise.
I use a house rule that lets very stealthy characters impose target
number penalties on other peoples' Surprise tests. Wired-3 means very
little if you don't see something coming.
Also, you can use little things to help out, like making the
option to *continue* laying down suppressive fire a free action, meaning
that even if a character (or NPC) can't go in a certain initiative
phase, they can still hold down a trigger.
Booby traps are always good fun too. It doesn't matter how much
Move-By-Wire you have crammed into your body if you just set off a
pressure-pad-detonated Claymore. Mmmmmm, chunky salsa.
And this doesn't even begin to touch on the social aspects of
Wired reflexes (both the twitchiness and the "jumping the gun" ideas).
Both of these can be subtle checks on wired characters if used properly.
Besides, it's important to remember that not everything is
combat.
Marc