[Rq-rules] Thanks!
Wayne Shaw
shaw at caprica.com
Fri Oct 19 18:02:53 PDT 2007
At 08:18 AM 10/19/2007, you wrote:
>My problem with the SR system from the get-go was that there was
>entirely too much predictability.
>
>Firstly, this was patently unrealistic. If Joe and John are coming
>up against each other, and Joe has a longsword whilst John has a
>dagger, yes, PROBABLY Joe will hit John first....but
>certainly? Every time? Should they both expect it as inevitable?
Any solution to this has, IME, way too much time overhead on it; I've
never found roll-each-round initiative systems worth any theoretical
increase in realism.
- how it dealt with missile weapons, I thought the effect of a high
dex was unrealistic machine-gun arrows ala D&D.
I don't think the, at best, 3/2 rounds fire was all that excessive.
>- the scales were inverted (higher Dex = lower SR to a floor of 0),
>so the "DEX SR" of something with (again, IIRC) 'bottomed out' with
>a 0 at like DEX22. So something with a Dex of 64 or other ungodly
>high number couldn't react quicker than a Dex 22 creature?
Having seen the consequence of systems that permitted unlimited
increase in initiative modifiers, I'd call that distinctly the lesser
of two evils.
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