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Mongoose Traveler's Amazing New Initiative System
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3853809" data-attributes="member: 22882"><p>I don't recall the smooth integration of suppressive fire and initiative in Feng Shui, though. Nor should it necessarily have had such integration, since mooks aren't going to hit action heroes with it even if the heroes calmly stride across a lawn, ala Arnold in Commando. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Anyway, that interaction is the innovative part.</p><p></p><p></p><p></p><p>I understand that (I actually used SC 2.0 for a fantasy campaign a few years ago). But unless those abilities say "take an entire extra action," or perhaps "instantly win the encounter, no matter what," they aren't as powerful or important as the ability to double-turn an opponent.</p><p></p><p>Consider the relative importance of Speed in the HERO System (where you can doubleturn) and Initiative in the d20 system (where you can't); HERO speed is vastly more powerful and expensive, with good reason.</p><p></p><p></p><p></p><p>Are we talking Spycraft or Mongoose Traveler? Because we can assume the latter will be fairly deadly, but don't exactly KNOW that yet.</p><p></p><p>Regarding Mongoose Traveler, I get the impression that position will be at least somewhat abstracted, as opposed to d20 where position is concrete (and is the main component of tactics).</p><p></p><p></p><p></p><p>I'm not bagging on Feng Shui at all! I'll likely not like the entirety of Mongoose Traveler nearly as much as I do Feng Shui, since I don't generally like 'gritty' or deadly systems. I'm only talking about their initiative systems.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3853809, member: 22882"] I don't recall the smooth integration of suppressive fire and initiative in Feng Shui, though. Nor should it necessarily have had such integration, since mooks aren't going to hit action heroes with it even if the heroes calmly stride across a lawn, ala Arnold in Commando. :D Anyway, that interaction is the innovative part. I understand that (I actually used SC 2.0 for a fantasy campaign a few years ago). But unless those abilities say "take an entire extra action," or perhaps "instantly win the encounter, no matter what," they aren't as powerful or important as the ability to double-turn an opponent. Consider the relative importance of Speed in the HERO System (where you can doubleturn) and Initiative in the d20 system (where you can't); HERO speed is vastly more powerful and expensive, with good reason. Are we talking Spycraft or Mongoose Traveler? Because we can assume the latter will be fairly deadly, but don't exactly KNOW that yet. Regarding Mongoose Traveler, I get the impression that position will be at least somewhat abstracted, as opposed to d20 where position is concrete (and is the main component of tactics). I'm not bagging on Feng Shui at all! I'll likely not like the entirety of Mongoose Traveler nearly as much as I do Feng Shui, since I don't generally like 'gritty' or deadly systems. I'm only talking about their initiative systems. [/QUOTE]
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