Alternate Strike Rank System

Deleriad

Mongoose
I'm thinking of adopting the following and wondering if anyone else has used it or a variant; if so how did it go.

1) don't roll d10 (initative) for SR any more. Your SR is based on whatever skill you happen to be using.

2) Your SR with a skill is equal to the skill%/10 rounded up. I.e. someone with 1H Sword 57% could use it on SR6. If you want to Rune Cast a spell at 67% you do it on SR 7. Note that the number you use is the one printed on your sheet - not the one after any modifiers.*

3) If you want to do an action which isn't skill based (e.g. move) then you do it on a SR equal to your DEX.

4) SR can't be reduced below 1 (this should be in main rules anyway)

Implications: main one is that each different skill has a different SR which adds overhead to the game however there's no rolling a d10 at the start of each round and having to note the number.

Rationale: It provides additional benefits for high skills and slightly downgrades DEX as the uber combat stat.

Knock on changes: Surprise: now subtracts 5 from SR (-10 would have too many people being reduced to SR 1). A surprised person can still react but each reaction is at -20%. Surprise wears off at the end of the combat round.

Delaying: is no longer a specific action. Basically, whenever you want to do something you simply check to see if your SR is high enough. If it is then you can act and maybe even interrupt. E.g. Throg (DEX 14) wants to hit somebody with his axe (73%, SR 8) but there's no one in reaching distance. On SR14 he could move to attack but still bears the scars of the last time he tried that. So, he chomps at the bit. On SR5, a broo goes charging past him. Throg could use a reaction to make a "free" attack but would rather use his normal axe attack as a precise attack and go for a leg. He states that he wants to "interrupt" in order to delimb the broo before it gets past him and dice are rolled.

The basic insight is that SRs simply determine whether or not you can act. If you want to make an action you check your SR and see if the clock lets you.

It is more complex than MRQ but, in theory, it seems to fit the preferences of the group I may try playing with.

*The insight is that someone with a sword attack of 80% who is at a disadvantage of 20% has a slight edge over someone who is 40% with a skill but has an advantage of 20%.

Bruce
 
I prefer random determination over deterministic determination of initiative. I like the idea that a person has a chance of going first.

One possibility might be to allow a character to add 1 to his initiative for that round, but take a -10% penalty on his skill. This could be multiplied by up to 1/10 his effective skill.

(My own house rules seem to work better by usually using "effective skill" which is the person's skill after all modifiers. But if you're not using all the house rules I am, your mileage may vary.)

But whatever works for your game.
 
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