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