If you've played Savage worlds before, and used Multiple Actions, you know exactly how disruptive those multiple attacks can be to the entire table. The guy who is built for combat will often go before everyone and waste most of the field before others can even get to act, in Savage Rifts it can be even worse, with Split the Seconds, and so many bonuses to offset those multi-action penalties.
So to make the combat flow more like a real combat, consider throwing an initiative card for every extra action. It will serve as a reminder to apply those extra action penalties, as well as making combat a bit more cinematic. Let them change their action when each card comes up.
Level-headed, Calculating and other edges or powers that modify initiative only function once (except with Split the seconds, they get to redraw for each set of actions, however draw all cards, then divide them into 2 highest and two lowest) , so if you pull 3 cards and get a 3, 8, and A. You could pull one card to replace the 3.
Characters which get a King of Spades, and King of Hearts, must have done something really cool, like kicking the enemy in nethers, and then striking with their dagger in one swift action.
Sample Draw:
Player 1: (Combat cyborg - Level Headed, and Calculating.)
Chooses 3 actions: (3 cards+1) 3ofH, 7ofC, 9ofS, JofS Replace 3ofH with 7ofD
Player 2: (Technowizard - Speed (Quickness))
Chooses 2 actions: 9ofD, AofS
Player 3: (Crazy - Split the Seconds)
Action 1: Joker
Action 2: KofH
Enemy 3 Dogboys
Single Action: 10ofD
Wildcard Enemy: Coalition Juicer - Calculating with Split the Seconds)
Draw all 4 cards, replace 2 cards 6ofH, 7ofH, AofH, 4ofD, (redraw 1) 4ofC, (redraw 2) 9ofS
Action 1 Chooses 2 actions: AofH, 9ofS
Action 2: Chooses 2 actions: 7ofH, 6ofH.
Enemy Psi-stalker
Single Action: KofS
Let me know what you think.
epicrgblog@gmail.com
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