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Post by piratespice on Aug 28, 2003 21:33:30 GMT -5
Combat Sense Cost Level = Modifier Number
Description Your effective Agility (or Speed, if that option is taken) for determining order of actions is increased by your Modifier Number.
Comments This is a vital Modifier if you want to be quick in combat, but not necessarily super-agile.
Rule for Modifier Box: • Combat Sense, (+X) to effective [Agility/Speed] for determining order of actions
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Post by psistrike on Aug 28, 2003 22:07:56 GMT -5
Nice simple Option that I can see many characters having.Like a lesser version of Prescience for those who don't want that.
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Post by xavier on Aug 29, 2003 5:18:42 GMT -5
A very good idea but too cheap. At this prize everybody will take somme level of this modifier. For me: CL = MN +4
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Post by piratespice on Aug 29, 2003 13:00:46 GMT -5
A very good idea but too cheap. At this prize everybody will take somme level of this modifier. For me: CL = MN +4 Why is that a problem? Remember, this only affects your effective Agility, which isn't the only factor in determining order of actions. Even if you wanted to increase the cost, I think +4 is way too high for what this Modifier does.
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Post by xavier on Aug 29, 2003 13:35:23 GMT -5
Gaining the initiative each panel is a huge tactical advantage.
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Post by piratespice on Aug 29, 2003 14:51:23 GMT -5
It is an advantage, but not always as extreme as you make it out to be. Once again, it is important to remember that Agility is only the fallback for determining order of actions, when it is in question. Otherwise, it is typically the type of actions being taken and the position of characters that determines it. At most I think I'd add maybe a +2 to Cost Level. I don't think this is the equivalent to Modifiers like Claws or Targeting, which will apply a lot more often than Combat Sense.
Unless, of course, you have a compelling argument to the contrary. I don't want this to seem like I'm not listening to criticism.
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Post by xavier on Aug 31, 2003 12:03:27 GMT -5
It is an advantage, but not always as extreme as you make it out to be. Once again, it is important to remember that Agility is only the fallback for determining order of actions, when it is in question. Otherwise, it is typically the type of actions being taken and the position of characters that determines it. Well, i don't understand how you handle order of action. For me, agility is always used with sometimes positive/negative modifier due to the situation and PCs/NPCs actions (like drawing a weapon). Well, maybe i can afford a +3 cost level (like reflexive dodge or toughness). But not less. And no, i have not one ultimate argument, just my own experience. For the few games i have run, gaining initiative each panel is a potent advantage. And it's not criticism, it's just my opinion about how i will use this (very good) modifier in my own campaign.
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Post by piratespice on Aug 31, 2003 13:58:35 GMT -5
Well, i don't understand how you handle order of action. For me, agility is always used with sometimes positive/negative modifier due to the situation and PCs/NPCs actions (like drawing a weapon). I generally handle it like the book suggests...as determined by the GM. It depends on a lot of factors...Agility is just one of them. Others include proximity, immediacy of danger, the actions themselves, etc. Though I can't say I go straight out of the book...I use Speed rather than Agility in my games (but that's a whole other discussion). Your method is a pretty good way of organizing order of actions. I would agree that if you are always using Agility (or Speed) to determine order of action, then Combat Sense should probably cost MN +3 or +4 for that campaign. But when I post new material for a game, I try to make sure it suits the basic, unmodified rules (even if my own version is different to suit my individual campaign). By "criticism" I didn't mean to suggest it was negative. Perhaps "critique" has a better connotation. Either way, I view your comments as positive feedback, and I thank you for them. I'm glad to hear you like the Modifier, and I hope it serves you and your players well.
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Post by beyonder on Sept 10, 2003 7:43:25 GMT -5
I generally handle [order of actions] like the book suggests...as determined by the GM. It depends on a lot of factors...Agility is just one of them. Others include proximity, immediacy of danger, the actions themselves, etc. Me, too. As I've said in other threads, my games are very intuitive and rules-light (mostly by player preference), and this seems the best method for that style of play. In fact, I tend to go with the MSHAG initiative rules, in which the PCs always go first (unless circumstances, such as surprise, dictate otherwise). Not very realistic? Maybe, but it does hold with comic reality. It also keeps play clean and fast, since nobody has to figure out the order of actions except within their own team (which is simply a matter of preference). It also gives me the time to get the Bad Guys' actions squared away, while the players figure theirs out.
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