Jul 12 15:13 1998
To: Froccer
To: Jerm
To: Jert
From: Froccer
Subject: re:Initative and attacks
>Excellant suggestion, Dan, but I would go a bit farther. I would say that any
>attacks that are left after the last phase of combat are lost completely! This
>will work fantastically with the so far non-existant "delay" rule. As you
>recall, we instigated this so that one can have a dodge handy for later in the
>attack round. Now you can delay an action until the last phase of combat. This
>way, you will have at least one dodge left to counteract the actions of a
>person with a low initiative roll. The person with the low initiative roll will
>probably want to use dodges to use up his attacks so that he won't be stuck
>with attacks that disappear at the end of the round. Such is the penalty for
>the person who did not react quickly enough. This is even realistic! Suppose
>you are just about to start a fight. Although your opponent's skill might equal
>your own, if he gets the drop on you, you might be doing some fancy getting out
>of the way instead of trying to draw your weapon and shoot back.
>
>Froccer
>
>
I think that a person can not have more than two attacks during a combat phase.
Designation of the combat phase is where I'm having a problem. It should be
time based, i.e. 6 attacks in 15 seconds therefore you are looking at 2.5
secs an attack. now the person with the higher init sets the standard.
For example 3 guys are fighting, Guy A has 4 attacks, Guy B has 6 attacks
and Guy C has 2 attacks.
Scenario 1
Init roles (respectively): 17,12,9
Combat phase time: 3.75 sec
the init rules apply.
. Guy A Guy B Guy C
Phase 1 17 12
Phase 2 11 10 9
8
Phase 3 7 6 5
4
Phase 4 3 2
This works fine allowing a max of two attacks for Guy B per combat phase
Scenario 2
Init roles:12,4,18
Combat phase time 7.5 sec
. Guy A Guy B Guy C
Phase 1 12 18
Phase 2 9 9
6 4
3
In this situation Guy A loses an attack (not an action) and Guy B looses
four attacks, This seems really unfair but I look at it and say initative
is everything, If your quick on your feet you'll fuck everyone else.
Scenario 3
Init roles:18,18,9
Combat phase time: 2.5 sec
. Guy A Guy B Guy C
Phase 1 18 18
Phase 2 15
Phase 3 13 12
Phase 4 9 9
Phase 5 8 6
Phase 6 3 3 5
In case of a tie, the person with the lowest combat phase time will set the
standard.
I think that this is a little better, granted you can get screwed hard if a
guy with one attack gets a 26 initative but really, I think that this will
allow weaker characters who are quick on their decisions do survive.
Dan