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Re: [BNW] Initiative



At 10:28 AM 11/11/2000 -0800, you wrote:
>Don't forget that everyone has a maximum number of actions equal to their 
>Speed.  For regs, this can never go above 5 (the Trait maximum for 
>regs).  Deltas don't have a maximum number of actions because their Traits 
>don't have a maximum but they need the Speed before they can get their 
>extra actions.  (BNW, p138)
>

Actually, isn't it 1 + # of successes up to char's speed?  (Thus, Speed of 
4, max of 5).  That was the way we read it.

>Also, while a Goliath's or Scrapper's Strength bonus is counted in the 
>Trait for figuring Wounds (a 5d6+5 Strength means the character has 10 
>Wounds in each location), the Initiative bonus Gunners and Speedsters get 
>does not add to their Speed for maximum number of actions because it is a 
>bonus to a specific roll, not to the Trait itself.
>

That makes sense.  I'm glad my Archer (based off of a Gunner) never tried 
to argue that with me.  I would have been confused.

Back to the issue of lots of actions at the end.  We saw this too.  It's 
the opposite of Villians and Vigilantes, where all the extra actions are at 
the start of the round.  Neither of these really suits my sense of 
aesthetics.  I would rather that the extra actions be sprinkled throughout 
the other, slower actions, but I haven't figured out how to do it any 
differently.

I wouldn't limit the number of actions beyond the way the rules do it -- I 
think the rewards the chars who *should* be slower and penalizes those who 
dare to be faster.  And trust me, I understand the astronomical rolls you 
see--my Archer does that all the time (this guy has *incredible* luck all 
the time).

The best thing to do is to make sure that the extra actions aren't a reason 
for him to dawdle...make him still move quickly so that everyone isn't just 
sitting there.

Jennifer