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PCs fleeing thru Sigil's sewers on Friday the 13th
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<blockquote data-quote="Viking Bastard" data-source="post: 5785005" data-attributes="member: 509"><p>Actually, I powered up "Save Ends" powers. You don't get to Save the turn after you're hit. I figured that since the attack had already hit, it made in-game sense. It was just more organic to do Saves at the start of Turns. In the first session using GI, we did Saves at the end of Turns, but it messed with the flow of play. "Save first, then act" just worked better for us.</p><p></p><p>This is all WiP, though, and will probably change/get fine-tuned over time. There haven't been that many Saves per session so far, really, so it may start to chafe later.</p><p></p><p></p><p></p><p>Since she's the only one with Initiative worth a damn, the Group Initiative only goes up by one point. I've been thinking about giving her an extra action at the start of combat, maybe, or something like that.</p><p></p><p>I also want to do something similar for 'quick' monsters.</p><p></p><p></p><p></p><p>That's by far the biggest strength of the system. But results may vary. I have played more games in my gaming career that use some kind of a group/side Initiative system than ones that use the 3e/4e model, so I'm very comfortable with it.</p></blockquote><p></p>
[QUOTE="Viking Bastard, post: 5785005, member: 509"] Actually, I powered up "Save Ends" powers. You don't get to Save the turn after you're hit. I figured that since the attack had already hit, it made in-game sense. It was just more organic to do Saves at the start of Turns. In the first session using GI, we did Saves at the end of Turns, but it messed with the flow of play. "Save first, then act" just worked better for us. This is all WiP, though, and will probably change/get fine-tuned over time. There haven't been that many Saves per session so far, really, so it may start to chafe later. Since she's the only one with Initiative worth a damn, the Group Initiative only goes up by one point. I've been thinking about giving her an extra action at the start of combat, maybe, or something like that. I also want to do something similar for 'quick' monsters. That's by far the biggest strength of the system. But results may vary. I have played more games in my gaming career that use some kind of a group/side Initiative system than ones that use the 3e/4e model, so I'm very comfortable with it. [/QUOTE]
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