Aug 10 09:05 1998

To:       Jerm
 To:      Jert
To:       Dan

From:      Froccer

Subject:   re:1.Initiative

Guys,

While talking to Dan over the weekend, I believe that I have found another
bonus with the system I have proposed. Dan suggested that the system is flawed
because a person with a high number of attacks rolling sufficiently high not
to lose any of them and rolling sufficiently low to get a whole bunch of attacks
in a row at the end of the round will have a definite advantage. Please note
that with the Phases in Combat system, that it is very likely that you will
have at least one attack left in the lower phases of combat.

For example, I have 5 attacks. I roll 17 for initiative. I will have attacks on
17, 13, 9, 5, and 1. So if there is a juicer who has 7 attacks in a row on
rounds 7 through 1, I will have at least two actions where I will be able to
respond (one of which being a constant dodge).

Also note that a juicer who rolled low for initiative but has a lot of attacks,
would be disadvantaged anyways, because they will not be able to respond to
actions made at the beginning of the combat round. Not everything in the combat
round deals directly with combat. A person might be escaping into a vehicle,
a person might be activating an auto-destruct button, a person might be in
the process of executing a hostage, a person could be signalling for assistance,
etc ... The point being that high initiative is usually good, and low initiative
is usually bad. I agree that there are still advantages to rolling low (meaning
that there will be a LOT less "Ah, *censored*"'s when a person rolls low for
initiative), but I would personally always want to roll high; regardless of
character class.

Froccer

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