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Amount of rules

Started by Ghost Whistler, February 03, 2013, 04:37:07 PM

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Ghost Whistler

Quote from: Grymbok;625485In MEGS initiative, you declare actions in reverse Speed order (or whatever the initiative stat is), but then act in Speed order. This allows for things like the GM to declare that Captain Cold will shoot hostages with his cold gun, but then the Flash gets to declare his action that he will take Captain Cold's gun off him. The Flash goes first, and so if he succeeds Captain Cold's action is now invalid.

It's not suitable for everything but works well for the back and forth of comics and speedster characters in particular.

I meant for FASERIP, sorry.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Grymbok

Quote from: Ghost Whistler;625782I meant for FASERIP, sorry.

GM and one player roll 1d10. Winning side goes first. Re-roll on ties.

There's optional rules to adjust for high intuition, and Advanced MSH may be more complex too, I forget.

TristramEvans

Quote from: Grymbok;625786GM and one player roll 1d10. Winning side goes first. Re-roll on ties.

There's optional rules to adjust for high intuition, and Advanced MSH may be more complex too, I forget.

The only thing the Advanced Rules add is that if the group declare's a Leader, that Leader's Intuition is added to the Initiative roll. Plus, if two player characters are taking contrary actions, then they roll between themselves.

RPGPundit

Quote from: Grymbok;625485In MEGS initiative, you declare actions in reverse Speed order (or whatever the initiative stat is), but then act in Speed order.

Interesting, that's how "Forward... to Adventure!" did initiative.

RPGPundit
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Quote from: vytzka;625019That you have a huge book doesn't mean you need to read it all to start playing. Or even half of it. I think only the bad games have that.

Well you do if you intend to run it.

Players have it easy.