From: | Bob Tockley <zzdeden@****.ASGARD.NET.AU> |
---|---|
Subject: | Re: Watchers and Initiative |
Date: | Fri, 28 Aug 1998 11:42:00 +1000 |
Ok, already - I've had enough. WIll you get it through your heads that
Watchers cannot manifest physically - they can't be shot, they can't be
punched (unless you're astrally active), etc. etc.
POINT 2)
Sheesh, I've just finished my 'extensive trial of new rules' phase of SR3
and have run through more than a dozen adventures with around that many
different gaming groups. Hmmmn. Lesse, most of the rules work out pretty
damned well (gotta love the groans from the munchies; "What happened to
Firearms? Whaddaya mean I gotta buy like five skills?!? This sucks!"),
however I'm not too sure about the initiative system. It simply isn't
linear enough to reflect combat.
To counter this I ended up bastardizing SR2 and SR3 rules to make one
that seems to work a lot better (at least for my purposes) than the two of
them work individually. In essence, everyone states their general
intention at the beginning of the combat turn ("Those gangers are taking
out some very large clubs and laughing as they start towards you.", "I'm
going for cover", "That troll's going down!", etc.) in reverse initiative
order (this'll allow faster characters to declare and thus respond to the
intentions of slower character). Then, after every action the character
makes the player declares the basic intentions for his next action -
allowing others to "see it coming".
The only problem I can see with this system is that it requires a little
extra book-keeping - otherwise it's identical to SR2 initiative. Gimme
some feedback will you.
- ARKHAM
"Trust me - hitting someone is always the answer. The trick is to
figuring out who to hit and how hard to hit 'em...."