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Agility System - More Actions!
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5160293" data-attributes="member: 710"><p>From my experience with Shadowrun... I'd recommend against it on a general basis. Not alone for balance reasons - maybe you could even get that done - but because it means that the "slower" character gets less to do in each round, and gets simply less spotlight/playtime. </p><p></p><p>[/Partypooper]</p><p></p><p>---</p><p></p><p>That said: </p><p>How much "worth" are these actions? Are they full set of actions with moves (does that make sense?) and attacks? What kind of restrictions might apply? The "weaker" these extra actions actually are, the more you can give.</p><p></p><p>In Shadowrun 3E, your initiative roll decided how many actions you had. You rolled a d6+Reaction Attribute (an ability based on Intelligence and Charisma), certain spells and equipment boosting it further (common "extra" was something like +2 to +4 to +1d6 to +2d6). Every 10 points gave you one set of actions (2 simple actions or one complex action). Movement is no action, it just modifies certain checks depending on how fast you were. (If you wanted to sprint, it took actions.)</p><p>In SR 4E, the type of reflex enhancement you had (typically 3 levels) determined how many initiative passes (á 2 simple actions each as in 3E) you had. I found this more elegant, but still flawed for the basic reason I mentioned at the start of the post. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Now, if we assume something like D&D 4E, the following ability scores make sense to me to use:</p><p>- Dexterity (physical reflexes), Intelligence (mental reflexes), Wisdom (as Perception attribute)</p><p>Possible way: Pick the highest of the ability scores and use the ability modifier (without level bonus)</p><p>All benefits cumulative: </p><p>1 or less: No change</p><p>2-3: +1 Minor Action</p><p>4-5: +1 Immediate Action</p><p>6-7: +1 basic attack</p><p>8+: Subtract by 5 and check table above.</p><p>Or add ability scores: </p><p>35 or less: No Change</p><p>36-40: +1 Immediate Action</p><p>41-45: +1 Minor Action</p><p>46-50: +1 Standard Action. </p><p>More than 50: Subtract value by 20 and consult the table again.</p><p></p><p>Extra Standard actions occur after every one else has taken his first turn. Everyone with an extra standard action then acts according to his initiative with this action remaining. Repeat until no one has any more extra standard actions to take.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5160293, member: 710"] From my experience with Shadowrun... I'd recommend against it on a general basis. Not alone for balance reasons - maybe you could even get that done - but because it means that the "slower" character gets less to do in each round, and gets simply less spotlight/playtime. [/Partypooper] --- That said: How much "worth" are these actions? Are they full set of actions with moves (does that make sense?) and attacks? What kind of restrictions might apply? The "weaker" these extra actions actually are, the more you can give. In Shadowrun 3E, your initiative roll decided how many actions you had. You rolled a d6+Reaction Attribute (an ability based on Intelligence and Charisma), certain spells and equipment boosting it further (common "extra" was something like +2 to +4 to +1d6 to +2d6). Every 10 points gave you one set of actions (2 simple actions or one complex action). Movement is no action, it just modifies certain checks depending on how fast you were. (If you wanted to sprint, it took actions.) In SR 4E, the type of reflex enhancement you had (typically 3 levels) determined how many initiative passes (á 2 simple actions each as in 3E) you had. I found this more elegant, but still flawed for the basic reason I mentioned at the start of the post. ;) Now, if we assume something like D&D 4E, the following ability scores make sense to me to use: - Dexterity (physical reflexes), Intelligence (mental reflexes), Wisdom (as Perception attribute) Possible way: Pick the highest of the ability scores and use the ability modifier (without level bonus) All benefits cumulative: 1 or less: No change 2-3: +1 Minor Action 4-5: +1 Immediate Action 6-7: +1 basic attack 8+: Subtract by 5 and check table above. Or add ability scores: 35 or less: No Change 36-40: +1 Immediate Action 41-45: +1 Minor Action 46-50: +1 Standard Action. More than 50: Subtract value by 20 and consult the table again. Extra Standard actions occur after every one else has taken his first turn. Everyone with an extra standard action then acts according to his initiative with this action remaining. Repeat until no one has any more extra standard actions to take. [/QUOTE]
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