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Interupts

Elliot

SOC-14 1K
I have noticed that a lot of people find the interupt rule to be a pain - I quite like it once the players understand it; I notice that Attack of Opportunity in D20 is really just a borrowing of the interupt rule in different form. What problems or advice do people have viz the interrupt rule.
 
I have noticed that a lot of people find the interupt rule to be a pain - I quite like it once the players understand it; I notice that Attack of Opportunity in D20 is really just a borrowing of the interupt rule in different form. What problems or advice do people have viz the interrupt rule.
 
I have noticed that a lot of people find the interupt rule to be a pain - I quite like it once the players understand it; I notice that Attack of Opportunity in D20 is really just a borrowing of the interupt rule in different form. What problems or advice do people have viz the interrupt rule.
 
Originally posted by Elliot:
I have noticed that a lot of people find the interupt rule to be a pain - I quite like it once the players understand it; I notice that Attack of Opportunity in D20 is really just a borrowing of the interupt rule in different form. What problems or advice do people have viz the interrupt rule.
advice?

And not, I don't see the link between D20 AoA's and MT Interrupts: they serve different purposes. MT Interrupts are simply a way of taking yor action out of sequence. D20 AoA's are a way of getting an extra attack, which just happens to be out of sequence.


ONE: have a determined ordering process for base actions
TWO: have action tokens for any action involving more than 5 or 6 on a side... start of turn, each figure gets an action token. As each unit acts, (either by interrupt or normal sequence) it turns back the action token.
THREE: Make them stick with their declared action evnen, ne, especially if they failed to interrupt.
FOUR: do an indented list on scratch to keep track of who does what.

I have used it a lot. I like it. BUT wat MT has always lacked is a good "Who gets first declare" factor.

my house-rule for "Coolness Undder Fire/Initiative"

CUF: I use a random roll
Army, Marine, Pirate, Police, Barbarian: 1d6
maximum 6+1/2 terms (round down)
Rogue, Scouts, Merchants, Navy, Flyer: 1d3
maximum is 3 + 1/3 terms (round down)
any other service: 1d3-1
(Maximum is 3 + 1/4 terms

Modifiers:
+1/3 best combat skill (round down)
–1 if injured out of service
+1 per MCG or MCUF
+1 if saw ground or shipboard combat

Minimum result is 1/2 best combat skill, rounded down.

I use CUF for interrupt attempts, as well as number of actions.
CUF/2, rounded down, minimum 1, is the number of actions per turn. Only one action may be movement related; only one action may be a non-interrupt action.
 
Originally posted by Elliot:
I have noticed that a lot of people find the interupt rule to be a pain - I quite like it once the players understand it; I notice that Attack of Opportunity in D20 is really just a borrowing of the interupt rule in different form. What problems or advice do people have viz the interrupt rule.
advice?

And not, I don't see the link between D20 AoA's and MT Interrupts: they serve different purposes. MT Interrupts are simply a way of taking yor action out of sequence. D20 AoA's are a way of getting an extra attack, which just happens to be out of sequence.


ONE: have a determined ordering process for base actions
TWO: have action tokens for any action involving more than 5 or 6 on a side... start of turn, each figure gets an action token. As each unit acts, (either by interrupt or normal sequence) it turns back the action token.
THREE: Make them stick with their declared action evnen, ne, especially if they failed to interrupt.
FOUR: do an indented list on scratch to keep track of who does what.

I have used it a lot. I like it. BUT wat MT has always lacked is a good "Who gets first declare" factor.

my house-rule for "Coolness Undder Fire/Initiative"

CUF: I use a random roll
Army, Marine, Pirate, Police, Barbarian: 1d6
maximum 6+1/2 terms (round down)
Rogue, Scouts, Merchants, Navy, Flyer: 1d3
maximum is 3 + 1/3 terms (round down)
any other service: 1d3-1
(Maximum is 3 + 1/4 terms

Modifiers:
+1/3 best combat skill (round down)
–1 if injured out of service
+1 per MCG or MCUF
+1 if saw ground or shipboard combat

Minimum result is 1/2 best combat skill, rounded down.

I use CUF for interrupt attempts, as well as number of actions.
CUF/2, rounded down, minimum 1, is the number of actions per turn. Only one action may be movement related; only one action may be a non-interrupt action.
 
Originally posted by Elliot:
I have noticed that a lot of people find the interupt rule to be a pain - I quite like it once the players understand it; I notice that Attack of Opportunity in D20 is really just a borrowing of the interupt rule in different form. What problems or advice do people have viz the interrupt rule.
advice?

And not, I don't see the link between D20 AoA's and MT Interrupts: they serve different purposes. MT Interrupts are simply a way of taking yor action out of sequence. D20 AoA's are a way of getting an extra attack, which just happens to be out of sequence.


ONE: have a determined ordering process for base actions
TWO: have action tokens for any action involving more than 5 or 6 on a side... start of turn, each figure gets an action token. As each unit acts, (either by interrupt or normal sequence) it turns back the action token.
THREE: Make them stick with their declared action evnen, ne, especially if they failed to interrupt.
FOUR: do an indented list on scratch to keep track of who does what.

I have used it a lot. I like it. BUT wat MT has always lacked is a good "Who gets first declare" factor.

my house-rule for "Coolness Undder Fire/Initiative"

CUF: I use a random roll
Army, Marine, Pirate, Police, Barbarian: 1d6
maximum 6+1/2 terms (round down)
Rogue, Scouts, Merchants, Navy, Flyer: 1d3
maximum is 3 + 1/3 terms (round down)
any other service: 1d3-1
(Maximum is 3 + 1/4 terms

Modifiers:
+1/3 best combat skill (round down)
–1 if injured out of service
+1 per MCG or MCUF
+1 if saw ground or shipboard combat

Minimum result is 1/2 best combat skill, rounded down.

I use CUF for interrupt attempts, as well as number of actions.
CUF/2, rounded down, minimum 1, is the number of actions per turn. Only one action may be movement related; only one action may be a non-interrupt action.
 
The MT initiative system breaks down a bit when multi-side free for alls go on (lord knows, my players seem to spark them up frequently). So some of the restrictions that apply 'per side' become rather ambigiuous when there really are many sides involved.

Interrupts are okay, but you do need to think about their application. And if someone tries to interrupt, to me that implies they are voiding their normally selected action (declared at start of round) to react, and if they react slow (ie blow the interrupt roll), they'll still try to carry out that action and not revert to their original nor makeup another when their turn does arrive. This helps stem abuses.
 
The MT initiative system breaks down a bit when multi-side free for alls go on (lord knows, my players seem to spark them up frequently). So some of the restrictions that apply 'per side' become rather ambigiuous when there really are many sides involved.

Interrupts are okay, but you do need to think about their application. And if someone tries to interrupt, to me that implies they are voiding their normally selected action (declared at start of round) to react, and if they react slow (ie blow the interrupt roll), they'll still try to carry out that action and not revert to their original nor makeup another when their turn does arrive. This helps stem abuses.
 
The MT initiative system breaks down a bit when multi-side free for alls go on (lord knows, my players seem to spark them up frequently). So some of the restrictions that apply 'per side' become rather ambigiuous when there really are many sides involved.

Interrupts are okay, but you do need to think about their application. And if someone tries to interrupt, to me that implies they are voiding their normally selected action (declared at start of round) to react, and if they react slow (ie blow the interrupt roll), they'll still try to carry out that action and not revert to their original nor makeup another when their turn does arrive. This helps stem abuses.
 
Originally posted by theSea:
I agree - blow your interrupt task role and lose your turn.. Now you've got something at risk.
and more often than not, you've wasted a dramatic opportunity for shooting the hostage that the mook is hiding behind, etc...

I prefer declare the action BEFORE rolling for interrupt, and Then it either goes before the opponent (succeeded) or after the opponent... if you still can act, that is.

more often than not, it results in a wasted action if you failed, but not always. And sometimes, an action that is interrupt-worthy will also be a double edged sword if it goes AFTER the opponent.

ForEx Opponent is dodging into the airlock. If you successfully interrupt to shut the door, he runs in to the door. If you unsuccessfully interrupt, you've just aided his exit. Or you could shoot him... success, you shoot him. Fail the interrupt, shoot the airlock door... and possibly hole it; round wasted, action essentially wasted, and possibly, side effects.


and yes, I always understood that an interrupt was taking the place of a normal action.
 
Originally posted by theSea:
I agree - blow your interrupt task role and lose your turn.. Now you've got something at risk.
and more often than not, you've wasted a dramatic opportunity for shooting the hostage that the mook is hiding behind, etc...

I prefer declare the action BEFORE rolling for interrupt, and Then it either goes before the opponent (succeeded) or after the opponent... if you still can act, that is.

more often than not, it results in a wasted action if you failed, but not always. And sometimes, an action that is interrupt-worthy will also be a double edged sword if it goes AFTER the opponent.

ForEx Opponent is dodging into the airlock. If you successfully interrupt to shut the door, he runs in to the door. If you unsuccessfully interrupt, you've just aided his exit. Or you could shoot him... success, you shoot him. Fail the interrupt, shoot the airlock door... and possibly hole it; round wasted, action essentially wasted, and possibly, side effects.


and yes, I always understood that an interrupt was taking the place of a normal action.
 
Originally posted by theSea:
I agree - blow your interrupt task role and lose your turn.. Now you've got something at risk.
and more often than not, you've wasted a dramatic opportunity for shooting the hostage that the mook is hiding behind, etc...

I prefer declare the action BEFORE rolling for interrupt, and Then it either goes before the opponent (succeeded) or after the opponent... if you still can act, that is.

more often than not, it results in a wasted action if you failed, but not always. And sometimes, an action that is interrupt-worthy will also be a double edged sword if it goes AFTER the opponent.

ForEx Opponent is dodging into the airlock. If you successfully interrupt to shut the door, he runs in to the door. If you unsuccessfully interrupt, you've just aided his exit. Or you could shoot him... success, you shoot him. Fail the interrupt, shoot the airlock door... and possibly hole it; round wasted, action essentially wasted, and possibly, side effects.


and yes, I always understood that an interrupt was taking the place of a normal action.
 
What you describe is how I run it. Declare what you do and if you blow it, you still carry it out. Now, a little common sense applies, but in general, this makes people think carefully about what it is they try to do (or else if they don't, the results often add a lot of humour to the game....).
 
What you describe is how I run it. Declare what you do and if you blow it, you still carry it out. Now, a little common sense applies, but in general, this makes people think carefully about what it is they try to do (or else if they don't, the results often add a lot of humour to the game....).
 
What you describe is how I run it. Declare what you do and if you blow it, you still carry it out. Now, a little common sense applies, but in general, this makes people think carefully about what it is they try to do (or else if they don't, the results often add a lot of humour to the game....).
 
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