From: | Marc Renouf renouf@********.com |
---|---|
Subject: | SR3 movement PROBLEM (and initiative rant) |
Date: | Mon, 14 Jun 1999 13:36:28 -0400 (EDT) |
> Let's compare;
[SNIP comparison]
> SR3- Result: Joe shoots before the tiger attacks.
> modified SR2- Result: Joe shoots before the tiger attacks.
Only in this particular circumstance. Had Joe been standing a
mere 3 meters closer, the difference would have been more extreme. The
Tiger would have gone on 32, 22, and reached Joe on a 12, *before* he got
to act. But only once, as opposed to the 3 attacks it would have
gotten with SR2's distorted and wrong movement scheme, or getting shot at
once with SR3's distorted and wrong initiative scheme.
> Here's the difference between SR2 and SR3; In SR2, the tiger
> (adjacent to Joe, with an initiative of 32) would have mauled Joe
> several times before Joe can shoot. In SR3, the tiger (adjacent to
> Joe, with an initiative of 32) gets to maul Joe *once* before Joe can
> shoot.
I'm sorry, but if you're adjacent to a Tiger and it all of
a sudden decides it wants to maul you, you *should* get your head torn
off. You should have thought ahead.
> From both the GM's perspective and the player's perspective,
> the SR3 initiative system is much better than the SR2 system. Gangers
> are now a real threat, and PC's are no longer in danger of being cut
> to shreds before they can act. PC's with Wired Reflexes 3 or Quickened
> Increase Reflexes +3 spells are not combat gods anymore.
No, it's not. Neither from a player perspective, nor from a GM
perspective. Aaaaaarrrrgh! How many times do I have to say it? Speed is
not the be-all and end-all of SR2 combat? PC's with Wired-3 or IR+3
quickenings *never were* combat gods. They had an edge in certain
circumstances, but *only* in certain circumstances. The problem is that
too many GM's only remember the -2 modifier for smartlink and call it
good. If your PC's *always* hit what they shoot at, then yes, speed is a
problem. Otherwise, it's just more ammo you can generate stray rounds
with.
As for SR3, if they were going to reduce the effectiveness of
Wired reflexes, why didn't they drop the cost? Think about it: it takes
Resources of A or 22 build points (nearly a fifth of your total) to even
be able to *afford* Wired-3. It costs 5 full points of Essence,
drastically decreasing the amount of other cyberware you can have. Why
the hell would I give away that much if I only get to go once before even
the slowest opponent? What's the point?
I'm sick of people saying "speed kills" like it was gospel. It's
not the case, it's never been the case, and if you look at the numbers,
you'll see it's not the case. It comes in handy. It makes you better
than the average joe in a fight, but you paid through the nose for it and
it's not overpowering. Players in my games have actually moved away from
big budget quickenings and wires, simply because they realized that in
many cases, they weren't as cost effective as other things (like higher
skills or more variety in one's cyberware). And I still use SR2
initiative.
I'd rather use something that has some thought and years of
playtest behind it than a shortsighted kludge that was included as a
crutch to help bad GM's "get players into the action quicker." Call me
opinionated. :)
Marc Renouf (ShadowRN GridSec - "Bad Cop" Division)
Other ShadowRN-related addresses and links:
Mark Imbriaco <mark@*********.html.com> List Owner
Adam Jury <adamj@*********.html.com> Assistant List Administrator
DVixen <dvixen@****.com> Keeper of the FAQs
Gurth <gurth@******.nl> GridSec Enforcer Division
David Buehrer <graht@********.att.net> GridSec "Nice Guy" Division
ShadowRN FAQ <http://shadowrun.html.com/hlair/faqindex.php3>