Much ink has been spilled over how to balance multiple actions, whether split dice pools or flat penalties, and how to balance Celerity. I've thought about it in the past, but revisiting Shadowrun a bit made me think of this again. Has anyone mussed with initiative passes, in the ST system?

By that I mean, Players roll initiative. Everyone gets their action, but at the end of the initiative list, everyone's initiative scores are reduced by ten. Anyone with an initiative score still positive then gets a second action in the same turn; then, the process repeats. Only after everyone's had their full passes, do Celerity actions come into play. Of course, this supersedes split dice pools, so as to avoid mass confusion and truly ludicrous numbers of actions in a given turn. So, for example,

Alice rolls her initiative and gets 13. Alice buys two Celerity actions. Bob rolls his, and gets 9. Bob buys one Celerity action. Chuck rolls his, and gets 10. Delilah (the elder NPC they're fighting) rolls, and gets 21.

So, the order would be: Delilah (21), Alice (13), Chuck (10), Bob (9)

Subtract 10, then: Delilah (11), Alice (3)

Subtract 10, then: Delilah (1)

Then Celerity actions: Alice, Bob, Alice

At the end of the turn, Alice has had four actions, Bob has had two, Chuck has had one, and Delilah has had three. Or hell, you could even then house rule spending on Celerity nets you an extra 10 on initiative per blood point spent, bumping the player up

Alice's initiative would be 33. Bob's would be 19. Chuck's would be 10. Delilah's would be 21.

Which means, the initiative order is,

Alice (33), Delilah (21), Bob (19), Chuck (10), Alice (23), Delilah (11), Bob (9), Alice (13), Delilah (1), Alice (3).

Or, to point out how this can help players with Celerity but subpar Dexterity + Wits pools, Let's say Chuck was the one with two Celerity, and Bob had one: Alice (13), Bob (19), Chuck (30), Delilah (21).

Chuck (30), Delilah (21), Bob (19), Alice (13), Chuck (20), Delilah (11), Bob (9), Alice (3), Chuck (10), Delilah (1).

It's an interesting thought, and while it's not perfect does hamper Celerity's effectiveness at least by providing players opportunities at additional actions per turn without it. It also means there's extra incentive to buy up Wits, especially for combat-oriented characters.

Anyone else have a couple cents to spare on this?

By that I mean, Players roll initiative. Everyone gets their action, but at the end of the initiative list, everyone's initiative scores are reduced by ten. Anyone with an initiative score still positive then gets a second action in the same turn; then, the process repeats. Only after everyone's had their full passes, do Celerity actions come into play. Of course, this supersedes split dice pools, so as to avoid mass confusion and truly ludicrous numbers of actions in a given turn. So, for example,

*[We always play with d10 + Dex + Wits. I know various editions have swapped this for rolling Dex + Wits and counting successes, but this happens to be the way my table has always played and what we know best. Bugger me if I remember how it is as-written in V20 at the moment. Though, for Dex + Wits dice pool rolls for initiative, I could see passes being done at 5 successes to reflect dramatic success on initiative rolls.]*Alice rolls her initiative and gets 13. Alice buys two Celerity actions. Bob rolls his, and gets 9. Bob buys one Celerity action. Chuck rolls his, and gets 10. Delilah (the elder NPC they're fighting) rolls, and gets 21.

So, the order would be: Delilah (21), Alice (13), Chuck (10), Bob (9)

Subtract 10, then: Delilah (11), Alice (3)

Subtract 10, then: Delilah (1)

Then Celerity actions: Alice, Bob, Alice

At the end of the turn, Alice has had four actions, Bob has had two, Chuck has had one, and Delilah has had three. Or hell, you could even then house rule spending on Celerity nets you an extra 10 on initiative per blood point spent, bumping the player up

*and*giving an automatic initiative pass. In which case,Alice's initiative would be 33. Bob's would be 19. Chuck's would be 10. Delilah's would be 21.

Which means, the initiative order is,

Alice (33), Delilah (21), Bob (19), Chuck (10), Alice (23), Delilah (11), Bob (9), Alice (13), Delilah (1), Alice (3).

Or, to point out how this can help players with Celerity but subpar Dexterity + Wits pools, Let's say Chuck was the one with two Celerity, and Bob had one: Alice (13), Bob (19), Chuck (30), Delilah (21).

Chuck (30), Delilah (21), Bob (19), Alice (13), Chuck (20), Delilah (11), Bob (9), Alice (3), Chuck (10), Delilah (1).

It's an interesting thought, and while it's not perfect does hamper Celerity's effectiveness at least by providing players opportunities at additional actions per turn without it. It also means there's extra incentive to buy up Wits, especially for combat-oriented characters.

Anyone else have a couple cents to spare on this?

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