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[BNW] Initiative



So we did the first session today, and it went pretty well.  The only hangup was
in the fight scene at the end.

We've got a gunner in the group, and he was rolling _really_ good on initiative
- a total of 40 (9 actions) for the first round!  And the opponents included a
bouncer who had a 21 (5 actions) in the same round.

Everyone else had 1-3 actions.  And once they'd done their bit, all the other
players got to do was sit around and watch the gunner keep dodging the bouncer's
attacks.

(Some really good rolls on that player's part across the board, frankly.)

My concern is that when a character gets a lot of actions, the other players get
disenfranchised from the combat.  They have to sit and watch until the
fast/lucky player is finished.

Have others run into this problem?  Any ideas on ways to speed up the rounds and
allow the characters to all get more actions?  I'm thinking about a 'Lightning
Reflexes' quirk that adds to initiative - maybe a +2 for 5 character points.

But I'd like to hear other people's thoughts; such a quirk might rob spotlight
time from the packages with initiative boosts.

--
Patrick O'Duffy, Brisbane, Australia

One day, big chunks of my head are going to burst off, and blood and
poison will geyser out of my skull into your faces, and you'll all
choke on my bile and exploded brain-meat.
Before I am done here, you will all taste my brain-meat.

 - Spider Jerusalem, TRANSMETROPOLITAN: I HATE IT HERE