[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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