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Keeping combat flowing with multiple initiative passes

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inca1980

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« Reply #30 on: <03-16-12/2322:06> »
See, that's why when I'm running, I write down the relative stats on index cards, and put the IP big and clear on the card. That isn't a problem with the system, inca, but with your organization and prepping.

Index cards....hmmmm...that's not a bad idea at all!!  I used to do it all with a notebook...but index cards is way better.  Thanks for the idea!

The only thing I was going for was that when you're in the middle of combat, even trivial calculations take time and trip you up more than you think they would...which of course is what prepping and having an efficient system is good for, but none-the-less it is desirable to have as many things be "equal" as possible.  Examples of these are grunts all having the same init or a device having all the same matrix attributes equal to device rating, etc.  So I feel a system where everyone has the same number of "turns" is a little easier. 

But thanks for the index cards idea, I already know how i'm gonna set them up.

Mirikon

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« Reply #31 on: <03-17-12/1044:55> »
Hey, that's what this forum is for.
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Crash_00

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« Reply #32 on: <03-17-12/1209:00> »
With proper planning, most combats won't last past the first combat turn or two (most of my group's combats are done before the end of the first combat turn). Not all of my players are real secure feeling with the rules, so I haven't implemented the ten second rule at my table, but when it's in effect, combat can easily be as quick as other aspects of the game.

Having low IPs sucks, but it isn't impossible to compete without them, you just have to be smart. Likewise, teamwork is essential. That technomancer, for instance, might not be able to do anything in combat himself, but he could always edit his feed to highlight the enemy targets and send the feed to his buddies giving them an AR assist bonus. Likewise, a mage could easily cast Increased Reflexes on a unwired mundane to speed him along.

I don't think the Initiative boosters really impact variety that much. You have three different types of augmentations, magic, and drugs to choose from, all with multiple ratings. A 2 IP character can still compete with 3 IP characters if he needs too, he just has to be smart about it (taking cover for instance). Even if every single player takes Wired Ref. 2, that still leaves 3 points of essence to play around with, and there is a lot of variety to be had within those three points. You generally see less variation in the spells of combat mages than you'll see in those points of ware.

Reaver

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« Reply #33 on: <03-20-12/1738:29> »
It also depends on the game your GM is running. After 20 years of playing SR, I have seen it all, and played it all. If you KNOW your GM is running a combat style game, then extra IPs are a must. If it is more of a stealth/persona game, then you can get by with less.

Also, it helps to "know your role" on the team. My hacker is more likely to shoot a teammember (or himself!) then put lead in a target, do he spends his ONE ip hiding and screaming in fear. However in the 'trix, there is little he can't do, and do well!

The problem comes in when people know the GM is a combat player and they insist on playing the "twiddler" archetypes. Then they end up sitting on their hands for most of the game. (of course, the same could be said of the combat players in an espionage style game too)

As the GM it is up to you to either be straight up with the players as to what style of game you will be running, or to spend the time to examine you players characters and designing a game that includes them all at some points of the games session. That may mean you have to multitask and only "allow" combat while the TM is hacking a system, or the rigger has drones available or whatever. It can be done, I've done it.
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raggedhalo

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« Reply #34 on: <03-21-12/1024:42> »
This is an alternative 4th Ed initiative system that may solve a lot of these problems. People with boosted IPs are still advantaged, but regular folks get to go more often.
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