[UA] Initiative again
T. McGrenery
114360 at soas.ac.uk
Sat Jan 26 09:22:35 PST 2002
Hello everyone,
Now, I know about the UA2 fix for initiative (I used a similar system
running WFRP recently), and it works fine.
However, it's still not exactly "furious action", so I was thinking about an
alternate initiative system that I could use when I want the players to be
panicking and rushing around. I'd use the normal system for slightly
slower-paced, tense action.
Or, in movie terms, fast initiative for Jackie Chan, slower initiative rules
for Ronin.
I haven't tested the idea, but:
Your action roll is your initiative roll, and there's no succeeded/failed
distinction.
Id est, if your Guns roll is 45, and the other guy's is 34, you shoot first.
If your skill is 50%, great. But if it's 40%, you missed. Either way, your
turn's over and we can hurry on with the next action.
Results I predict include:
Close combat where the guy who misses hits anywhere but his target, only for
a subsequent riposte to knock him down.
Hyper-badasses (eg. Eponymous) will go first *and* succeed more often
because of their higher skills.
That sort of thing.
The downside is it devalues Speed as a stat. But I don't think it devalues
it too much.
Now I would like people to tell me why this is a bad idea.
-- Tom McGrenery
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