From: | Mark Steedman <RSMS@******.EEE.RGU.AC.UK> |
---|---|
Subject: | Re: Drain Resistance now initative modifiers |
Date: | Mon, 11 Sep 1995 17:31:43 GMT |
> >Just as an interesting add on. Initiative modifiers are taken directly
> >from the reaction attribute. Thus if a character's reaction hits 0 he/she
> >_CANNOT_ have an action of _ANY_ kind in that combat turn. I dunno bout you
> >guys, but that just stopped some of my goons cold. :( (Same page.)
>
> We used that in our first SRII game (in SRI, it substracted from your rolled
> Initiative), and went right back to the SRI rule even before the adventure
> was over. Not because the players were out of action, but because the NPCs
> simply stood there doing nothing most of the time after the first 3 actions
> in the first turn...
>
This is the 'noncombatent due to damage rule'. I generally use it
actually though how harsh i am on players tends to depend on the
situation. I can understand problems with it and Bad guys though,
especially FASA designed Trolls, try an average reaction of 1, oh a
light wound, youre non combatent and out of it oh dear... It does
work ok with reac scores of 3+ though it is notable that nearly
anyone with wired reflexes is immune due to being unconcious before
they go down, even under 'S' stun and physical.
>
> Gurth@******.nl
>
Mark