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Mailing List Logs for ShadowRN

Message no. 1
From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: Re: Converting Initiative
Date: Wed, 15 Jul 1998 13:11:50 -0600
Alfredo B Alves wrote:
/
/ Ok, I told some people on IRC I try to make the RMC VI intiative system
/ into a SR intiative system ... I don't know how many of them are here,
/ but I'll post it here anyway :)

Ick, math ;)

Here's an easy convesion to Champions, as long as we're converting :)

Roll initiative as normal (Reaction plus Initiative Dice)

Divide by 3 (round to the nearest whole number, maximum of 12)

The resulting number is your Speed for that combat round.

In Champions a character's Speed equals the number of phases(actions)
they have per combat round. Speed is also used to determine which
phase(s) they carry out their actions on. There are 12 phases per
round.

Speed Action Phases
1 12
2 6,12
3 4,8,12
4 3,6,9,12
5 2,5,7,10,12
6 2,4,6,8,10,12
7 2,3,5,7,9,10,12
8 2,3,5,6,8,9,11,12
9 2,3,4,5,7,8,9,11,12
10 1,2,4,5,6,7,8,10,11,12
11 1,2,3,4,5,7,8,9,10,11,12
12 1,2,3,4,5,6,7,8,9,10,11,12

The really slow people (average initiatives of 1-6) really don't get to
participate. The slightly better than average (9) might get to return
fire on a Speed Sam. Initiative of 12 is pretty good. Initiatives of
15-27 are equal at the beginning of combat. You'd have to roll an
initiative of 30+ to act on phase 1. And if you're opponent is acting
on phase one it's a pretty good clue that you might have started
something you shouldn't have <EGMG>.

Treat each phase as a standard Shadowrun combat phase (spend a Free
action, and spend two Simple actions or one Complex action).

If a character moves on a phase movement modifiers apply to all actions
on that phase.

-David
--
"If I told you, then I'd have to pull a Shadowrun against you. Sorry."
--
email: dbuehrer@******.carl.org
http://www.geocities.com/TimesSquare/1068/homepage.htm
Message no. 2
From: Logan Graves <logan1@*****.INTERCOM.NET>
Subject: Re: Converting Initiative
Date: Wed, 15 Jul 1998 16:02:10 -0400
In our last episode, David Buehrer wrote:
>
> Here's an easy convesion to Champions, as long as we're converting :)
> Roll initiative as normal (Reaction plus Initiative Dice)
> Divide by 3 (round to the nearest whole number, maximum of 12)

An excellent idea, David. I cut my GMing teeth on 1st ed Champions. In
fact I still have most of that stuff in storage. Gonna have to try this
init system out for SR.


> The really slow people (average initiatives of 1-6) really don't get
> to participate.

Well, this follows true, since 'normals' in Champions are Spd 2.
Although, it does sort of guarantee that the Sams will get 2-4 phases
before the slower-types (pronounced: "magically actives") do.

Just a thought: this makes those type-E electrocurs (with 3d6+12
iggy's) reeeeally scary to most folks!

--Fenris
_______________________________________________logan1@*****.intercom.net
(>) "Dragons is sooo stupid."
(>) Yosemite Sam, as the Black Knight

Further Reading

If you enjoyed reading about Converting Initiative, you may also be interested in:

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