Jul 10 10:29 1998

To: Dan

Copy to: Jerm
Copy to: Jert

From: Froccer

Subject: re:Initative and attacks

In message "Initative and attacks", Dan writes:

> Froccer, did we have a system in place for initative based on attacks? Could
> we go with a permanent Initative system? Opinions?
>
>

Dan,

We did not have such a system in place the last time I was there; however, we
did have several discussions on possible alternatives and their benifits /
drawbacks.
One such system we discussed was a system that based when you attacked based
on your initiative. The system was as follows:
1) roll d20 for initiative as normal
2) divide your initiative by your number of attacks, rounding up
3) divide up the round into phases; the first phase will be the person with the
highest initiative (e.g. if a person has 22 for initiative, then there will be 22 combat phases)
4) determine the combat phase when each person can attack by taking their
initiative roll, and subtract the number found in step 2; do this for each
of your attacks (e.g. if a person has 22 for initiative and has 6 attacks,
he would take his turns on 22, 18, 14, 10, 6, and 2)
5) if a person has more attacks than his initiative roll, then procede as
normal, but that person takes more attacks at the end of the round (i.e.
a person with 6 attacks, rolling a 5 for initiative, would take his turns
on 5, 4, 3, 2, 1, and at the end of the round)

As you can probably see already, there are some benifits and drawbacks.

The benifit occurs that for higher initiative totals, the number of attacks
are evenly spread over the entire attack round (which is pretty realistic).

The drawback is that a person with a low initiative total waits until the end
of the round, but can then do pretty well any sort of funny thing that he
thinks of to his opponent(s) at that point (e.g. empty a couple of clips into
a guy, run up and take a guys weapon and shoot him with it, jump into a vehicle,
turn it to a location, take careful aim, fire a couple of times, drop a whole
bunch of grenades into the back seat, and escape with time to spare, etc ...).

There are others, as well, but I would just like to overview this system at
this time.

On the whole, I think this is a better system because guys with lots of attacks
(like juicers) also tend to have pretty high initiative totals.

Froccer

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