From: | Luke Kendall <luke@********.CANON.OZ.AU> |
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Subject: | Initiative experiment |
Date: | Mon, 12 Dec 1994 09:02:51 +1100 |
to the initiative rules in SR:
1) An initiative roll of 18 gives you two actions.
2) A roll of 30+ gives you three actions (v. rare!).
3) Spacing out the actions... well, we'll either set them 12
apart, or divide the time by the number of actions. (This doesn't
seem very significant a point, and hasn't been discussed, frankly.)
3) The Essence cost of Wired Reflexes is halved.
This is on top of our house rule for the spell Increase Reaction +N:
it only gives the recipient Reaction +N/2 and N/2 extra dice for initiative.
(The purpose of this was to make sammies who'd wired themselves to
the max, faster than mages who had simply quickened the +4 spell.)
The reasons for the new rules:
1) We've noticed in other game systems, that when some characters
get 4 actions to another's 1, it seems to confuse and slow things
down - as well as being less fun for the slower characters.
We finally realised that this was also true in SR.
2) The fast characters will still get to act first, but because there
will be fewer actions per `round', it should speed up the playing-out
of combats (even though they'll take longer in the game reality).
3) `Who goes first' in a combat is super-important in SR; possibly
more important than having extra actions. This advantage is still
there for `boosted' characters.
4) The Essence halving is to try to be fair to characters that have
spent enormous amounts on reaction-boosting cyberware - it should
mean that they also have some room for `advancement' by adding
some more varied pieces of cyberware, if they wish.
(Basically, we've devalued the `currency' of Initiative.)
It will also mean that a large-scale combat will last longer than 15
seconds, which doesn't seem unreasonable. They may take as long as
40 seconds, with these rules!
Anyway, we're all interested to see what people on the mailing list
think; we're actually still discussing the adoption of these rules.
So, what do you think? Is the starting point of 18 before you get two
actions too low? Too high? Should we reduce the Magic cost of
Physical Adept's Increased Reaction?
luke