From: | Mongoose <evamarie@**********.NET> |
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Subject: | [SR3] reflex triggers and intiative passes |
Date: | Fri, 2 Oct 1998 10:45:15 -0700 |
A reflex trigger takes a free action to activate, right? That action
is sometimes going to be taken AFTER initiative is rolled. Does anybody
else think it would be cool to allow the activation of a reflex trigger to
add its appropriate effects right away, at the end of the initiative pass
it is activated in? In SR3, this makes some sense; wounds decrease your
initiative, and there's no reason your next pass initiative couldn't be
HIGER than the previous. The same could be done if a spell or drug had a
similar effect.
Example: Sam and Magus are chillin' out at Ed's bar and grill. As usual,
a fight erupts. Sam and Magus roll their initiative, each 1d6+5- they
were relaxing, wires and spells turned off. Say they both roll 9's.
On their actions, Sam whacks some jerk with a chair than turns on his
wires (level 2), and magus casts "increase reflexes +3" successfully on
himself.
Next initiative pass, neither would normally get to act; they both
have an initiative of -1 (assuming they were not hurt). But Sam gets to
add 2 dice +4 to his initiative, and Magus can add 3 dice. That will
likely give them more actions, and maybe even allow them to act before
other folks who, until this point, were faster. Assuming all the dice
come up 4's, they would both act that pass on 11.
Cool or lame? I personally think this would make for fun play. It
allows reflex triggers to be used for more than just fooling guards, and
creates a cool "afterburner" feel, as well as maybe making combat even
more unpredictable.
Mongoose