From: | David Buehrer <dbuehrer@******.CARL.ORG> |
---|---|
Subject: | Re: Melee Combat Revisited |
Date: | Tue, 30 Dec 1997 10:01:26 -0700 |
/ /
/ / But if the
/ / > first character is unenhanced (he's maxed out his quickness and
/ / > intelligenc with experience) and the second character has +3d6 (let's
/ / > say he's a mage with a spell lock) then the first character will
/ / > average an initiative of 12.5 and the second character will have an
/ / > average of 17. If they're aware that each is attacking the other
/ / > character A won't be able to "react" before character B (assuming
/ / > they role average initiatives).
/ /
/ / Personally, I prefer to use reaction more than it seems everyone else
/ / does. By the rules, though, You're right. And I think it's a bit wrong.
I just had another thought (I do that a lot :)
Part of the problem stems from those extra dice granted by Enhanced
reflexes. If the various methods of enhancing reflexes only added to
Reaction and didn't add more initiative dice then things would work
like you want. So try changing it so each level of enhanced reflexes
(from whatever source) only add +2 to Reaction. A character with
Wired 2 and a base Reaction of 4 would have a Reaction of 8 and an
initiative of 8+1d6.
It would make things more realistic/believable, speed up combat, and
make things like elementals and spirits scary <EGMG>.
As always, YMMV :)
-David
--
"Creativity is allowing yourself to make mistakes.
Art is knowing which ones to keep."
--
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