From: | Marcos Adi <adimar@*******.CO.IL> |
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Subject: | New Initiative rules (Re:Max Initiative) |
Date: | Wed, 19 Feb 1997 12:52:01 +0200 |
major drawbacks: 1 - first it is very much dependant on luck (expecialy when
dealing with higher levels of response increases.)
2 - it doesn't reflect the skill of the character when
determining initiative.
3 - the normal uncybered\bioed reflexes of a character
don't matter much. since most of the initiative comes from the cyberware :-(
I have rworked the initiative system along different lines;
the baseinit = reaction + skill
response increase applies a multiplier to the baseinit to recieve the
true initiative:
wired reflexes - 1:initiative = baseinit x2, 2: x3, 3:x4
boosted reflexes - 1:x1.5 (rounded down), 2:x2, 3:x2.5
synaptic acelerator - 1: x1.5, 2: x2
Physical adept(increased reflexes)- 1 point x1.5, 2.5 points x2,
4 points x2.5, 6 points x3, 8 points x3.5, 10 points x4
also note that the skill increase of physical adepts is
considered regullar skill for the purpuses of calculating the
baseinit thus resolving the prob of infirior p.adept init
this answers all the probs that I mentioned before plus the fact that it
saves on a lot of die rolling during combat.
I would appriciate any comments on this.
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Adi Marcus - adimar@*********.net.il
'there is no fate but what we make..."
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