GM guide. Reach issues

I love the idea of reach affecting initiative again but there's a few issues:

This changes the balance of things:

Melee actions will have a slight advantage compared to non-combat actions (propably not a big deal) and spell casting (could be an issue, though with magic being a bit harder to resist now, again, may not be an issue)

Ranged weapons will frequently attack first. Im fine with that really

The real issue: This doesn't seem to take a multiple-action round into account much. If my first action is a melee attack, I apply the reach modification.. but that also means I'll move, reload or whatnot sooner on my subsequent actions, as the same initiative is used for each sequence of actions.
 
So this is bumped from way long ago but I havent messed with MRQ for a while

Did an answer ever materialize or how does people do this ?
 
I was going to use it then found that it was more trouble than it was worth. Seems like a solution in search of a problem as far as I'm concerned. I do track weapon lengths and allow players to try to step inside or outside but I don't modify SR.
 
Yeah, I think I'll end up just passing on this one. Pity though

EDIT: I'll try it out to see how it works. Seems more trouble than gain though, except in some very narrow circumstances
 
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