From: | "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk> |
---|---|
Subject: | initative dice and stacking |
Date: | Thu, 4 Apr 1996 14:07:27 GMT |
> > Take a physad deck him out with the highest levels in increase
> >initiative and reaction. Quicken increased cybered init and reac, add
> >a move-by-wire 4 with synaptic accelerator 1, adrenal pump,
.......
> >that equals 102 or 10 full rounds a turn. Now, who wants to get in a
> >gunfight with me?
>
> This is why most types of reaction/Initd6 are not cumulative.
>
I once posted in detail on this but quickly.
Cyber and magic don't stack except the +x cybered attribute spells.
Theroretically tou can research +x cyber dice but any sane GM is
likely to be unhappy (drain arround a fireball for +3D6)
By the rules using FASA stuff only you can get a double figured
number of dice legally for initative but it take 'Terchdire'
(the ridiculous phsad for prime runners) style levels of munchkinism
and done far better to do it.
You can in theory resarch +10D6 initative spells, but again the GM is
likely to be a might upset! (if personal the drains about ((f/2)+10)D
)
In practice stick to the synaptice/move by wire FASA mention or
stacking synaptic or physad bonus dice with one other thing (some
combinations are not banned 'by the book') or it gets silly, i once
calculated i could exceed a theroretical maximum of 133 or 14 actions
per round!, within arguable rulings but don't try it for a playable
game.
Mark