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.