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Re: [BNW] Initiative



>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.

What I have done is institute a maximum of five actions per round. I chose 
that many since each round is supposed to be about five seconds. It's worked 
well with us, and there have been no real complaints. The speedy characters 
still get a bouns to their rolls, and they still get the gain of going first 
if they roll well.

The Lightning Reflexes quirk sounds good to me, but I'd limit it to a +2 
max, for five points. This is to keep the "value" of the Gunner's and 
Speedsters' +5 to Speed power. Otherwise you've got some wise-guy Tough 
spending points to have a higher bonus than the Gunner.

But, as always, YMMV
--
GAry m, minor epot
   aka "Sneezy the Squid" · archivist for AFMBE mailing list
------------------------------
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