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Mailing List Logs for ShadowRN

Message no. 1
From: Alfredo B Alves <dghost@****.COM>
Subject: Intiative
Date: Wed, 15 Jul 1998 13:34:56 -0500
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 :)

Okay First, Intiative would
1) Be rolled as normal (not reccoemended)
2) Be rolled as Reaction + (3*number of extra intiative dice) +1d6

Then each action has a base time to complete based on the intiative. The
time needed to complete an action is calculated (Ick. Math! I know if you
can speed things up w/o resorting to tables and charts, speak up :)

Time = Base Time * (100/(100+(Intiative*6)))

This does result in fewer actions "per turn" however it does eliminate
the turn per se.
Some sample times are:
Casting Spell 4
Base Draw Time 1
Creature Attacks 4
Fire Firearms at full ROF 4
MA Attack 4
Melee Attack 4
Reload Composite Bow, Aim, and fire 8
Reload Hvy X-bow, Aim, and fire 20
Reload Firearm 2
Reload Lt X-bow, Aim, and fire 15
Reload Long bow, Aim, and fire 10
Reload Short bow, Aim, and fire 6
Acrobatics/Tumble per 10'(3m) 2
Apply first Aid 10
Lock Pick/Sec sys per difficulty 5
Orientation/Percept 2
Prone to Kneel/Kneel to stand 2

I think most Complex actions would be 4 seconds
2 seconds for a simple action
and maybe 1 second for a free action ...

D.Ghost
(aka Pixel, Tantrum, and RuPixel)
"Let he who is without SIN cast the first stone"

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Message no. 2
From: "Ojaste,James [NCR]" <James.Ojaste@**.GC.CA>
Subject: Re: Intiative
Date: Wed, 15 Jul 1998 15:05:54 -0400
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 :)

Sorry, played RMSS once (well, two sessions).

[snip]
>Then each action has a base time to complete based on the intiative. The
>time needed to complete an action is calculated (Ick. Math! I know if you
>can speed things up w/o resorting to tables and charts, speak up :)
>
>Time = Base Time * (100/(100+(Intiative*6)))
>
>This does result in fewer actions "per turn" however it does eliminate
>the turn per se.

Ah - so you want to eliminate turns! For simplicity's sake, you could
try something like the Feng Shui system - roll initiative as usual,
the result is interpreted as the number of "shots" you have during the
round. Each action will take a set number of shots (firing a gun might
be 4 shots, melee might be 8 - to keep the number of "actions" roughly
the same). Doing a continuous action while performing another action
costs an extra shot, and Feng Shui allows snapshots (basically a penalty
to your action for taking 1 less shot).

Speaking of alternate initiative systems, I've been toying around with
making Reaction mean just that. It flattens out the number of actions
dramatically, but:

1) Roll initiative as usual, recording both the total initiative and
the roll itself
2) Characters act in order of decreasing total initiative, as usual
3) After each action, subtract 10 from that character's initiative ROLL
- if this bring the roll to 0 or less, that character gets no
further actions this round
4) Lather, Rinse, Repeat

I haven't playtested it yet, but it does make it much harder for a sam
to blow away the entire street gang before they get an action...

James Ojaste
>

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