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Archive for March 18th, 2008

18
Mar

House Rule, Movement and Multiple Initiative Passes

   Posted by: The GM    in Shadowrun

 Movement:

We will be playing with 4 IPs, this will make movement to be more manageable:

Movement Rules
Humans, elves, orks Walking = 3m/IP, Running = 6m/IP
Dwarfs Walking = 2m/IP, Running = 4m/IP
Trolls Walking = 4m/IP, Running = 9m/IP

Rules for Sprinting
1 success = 2m/turn or 1m/IP (rounding up)
2 success = 4m/turn or 1m/IP
3 success = 6m/turn or 2m/IP (rounding up)
4 success = 8m/turn or 2m/IP
5 success = 10m/turn or 3m/IP (rounding up)
6 success = 12m/turn or 3m/IP

This should worked rather well for us.

Also, if someone is just walking, that is free (not a free action), so someone with 1IP can move in each pass. Now, running or sprinting, does cost, so that 1IP(Initiative Pass) guy has to choose his movement in the first pass and stick to it until his next action (which would be IP 1 of the 2nd combat turn), while the 4IP guy could choose to run/sprint, each IP, as long as he has the actions to change.

As for the order, we’ll allow the movement to go before, during or after other actions, but apply the appropriate movement penalties throughout the IP. That includes cover, so someone couldn’t choose to move out of cover, stop, shoot (with no movement penalty) and then move back into cover. They could, but they are not getting the cover benefit for that pass…

Multiple Initiative Passes:

Every combat has 4 Initiative Phases (not capped by the person with the highest # of IPs)

Basically it breaks down to everybody can do a free action every initiative phase (movement, talking, etc), but can’t do simple or complex action except when they have an IP to spend doing it.

Basically the Character begins at their initiative score and starts holding their action until they choose to use it, or a new one comes along and they refresh at it.

1 IP: Player gets an Action at IP 1 that they can use in any of the 4 IPs
2 IP: Player gets Actions at IPs 1 and 3 that they can use in any of the IPs until another Action comes to them.
3 IP: Player gets Actions at IPs 2 and 3 and an additional IP at either IP 1 or 4 (their choice)
4 IP: Player gets Actions at all IPs