From: | Christopher Bellovary <bellovar@***.WISC.EDU> |
---|---|
Subject: | Re: mages dropping rxn spells |
Date: | Thu, 24 Jun 1993 04:32:19 CDT |
> locked who subsequently de-activate them *after* initiative is rolled?
>
> At this point he took in a deep breath, and sighed. He said that it's not
> supposed to happen, but gave me a rough idea of how to do it. One of the
> initiative dice should be a different color, to give you your unaugmented
> initiative". He also noted that you could not move sooner than 10 combat
> phases. I'm not quite sure what he meant. Future callers can ask him that.
Rev:
I think he means this:
Imagine we have a mage who has a rxn of 5, and 2 bonus initiative dice due
to an increased reaction spell. (I forget if increased rxn gives reaction
bonuses as well as init. dice, but it will give the general idea)
Imagine he rolls a 6 and a 4 on his single normal die, and a 4 and a 2 on
his bonus dice, for an initiative value of 21. If he drops the reaction
spell on his first round, he moves again at 11, not 15. (the 10 phases it
would have taken to get to his spell-enhanced reaction again.
(enhanced initiative - 10)
Now if he had rolled a 6, a 4, and a 5 with his two bonus dice, for an
initiative value of 30, and dropped the spell on his first action, he
would next move at an initiative score of 15.
(normal initiative rating)
Simply put, you take the lower of (enhanced initiative - 10)
and (normal initiative rating) as to when you next move.
=- CrossFire -