Shadowrun Turn Sequencer Preset anyone?

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Case
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Shadowrun Turn Sequencer Preset anyone?

Post by Case » Sun May 13, 2012 1:17 am

I was wondering if anyone has a Shadowrun Turn Sequencer preset?


If not, I am wondering if this is possible.

Shadowruns initiative works as such.

Everyone Rolls Initiative, Highest Initiative goes first. Each player has a minimum of 1 Phase they can act in with up to 4 Phases. Within each phase each player can either perform 2 Simple Actions or 1 Complex Action.

So within the TS is there a way to set this up?

Case

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Post by heruca » Sun May 13, 2012 11:52 am

Sounds similar to the system used in Car Wars and Hero System, in which case this is supported by BRPG. If you want, send me the Phase chart that lists when and how many times characters get to act according to their initiative, and I will set it up for you and send you the Turn Sequencer setting.

Or you can try setting it up yourself using the Turn Sequencer configuration wizard.
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Post by Case » Sun May 13, 2012 12:32 pm

Ok, So i've given it a couple of tries, I can get it almost right.

Each Character has 2 pertinent stats Initiative (value reached via roll) and IP (initiatve passes.

Name ------- Initiative -----IP

Character 1 - 23 - 2
Character 2 - 45 - 1
Character 3 - 14 - 3

Initiative Pass 1 -
Character 2: 45 - Since he has an IP of 1 this is his only round
Character 1: 23
Character 3: 14

Initiative Pass 2 -
Character 1: 23 - Since he has an IP of 2 this is his last round
Character 3: 14

Initiative Pass 3 -
Character 3: 14 - Only Character with IP of 3


So is there a way to Order via Intiative but use the Phase chart via the IP stat?

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Post by heruca » Tue May 15, 2012 1:26 am

Yes, I think that is totally doable. Look at the example on pg. 114 of the User Manual, substituting IP for Speed, and Initiative for Reflexes.

You just need to make a Phase Chart that outlines on which Initiative Passes characters get to act according to their Initiative score (which you'll need to fill in on the Turn Sequencer for each character, either manually or with am Initiative dice macro).
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Post by Case » Wed May 16, 2012 8:58 am

I looked at that, and I'm still trying to figure this out. I'm sure it's a my brain that can't wrap around something.

This is where I run into trouble

Image

I want the initiative to dictate who goes first.....

Image

Here it should be "Units with an IP of" blank " Get to act on.

Any help would be great!

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Post by heruca » Wed May 16, 2012 11:39 am

I think you're almost there, and the last screen is actually correct, although you think it isn't. Please email me the TS Settings file for what you've done so far and I'll finish it off for you. I could also use the game info that specifies how many IPs are assigned to each character depending on their Initiative score.
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Post by Case » Wed May 16, 2012 12:50 pm

You are the best customer support for any program ever!

I will send it over after I get off work.

Thanks,
Casey

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Post by Case » Wed May 16, 2012 6:07 pm

heruca,

Here is the file.

IP's are assigned manually for each character depending on their cyberware, equipment, etc...

The Initiative doesn't actually effect the IP.

Initiative determines who goes first in any Initiative Pass (IP)
Each character (including enemies) has a different IP stat.

Case
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Post by heruca » Thu May 17, 2012 1:28 pm

Does this look properly sorted to you, according to the game rules?

I made it so that if characters are tied in Initiative, whoever has the highest IP goes first.

If this seems correct, I'll email you the TS Settings file.
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Post by Case » Thu May 17, 2012 2:15 pm

That looks totally correct!

Could I have done that, or was there some code-wizardry?

Thanks,
Case

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Post by heruca » Thu May 17, 2012 3:02 pm

No coding whatsoever (not even possible). I just answered the questions in the TS Wizard, really.

I had to go with the option of Manually setting the Passes for each character. If IP were a function of Initiative score (e.g., Initiative 1-19 = 1 IP), I would have automated the assignment of Passes via a Phase Chart.

I sent you an email with the TS Settings file.
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Post by Case » Thu May 17, 2012 4:31 pm

Great!

I didn't realize that when you "manually" set the phase sequence you could right click each character and alter their phase. ... but I guess a little trial and error never hurt!

Thanks for the clarification... everything works great now.

If you are in mid-pass and you kill all your enemies, how do you clear out the turn sequencer to end all passes? If I set the turn to 0 it still keeps everyones initiative and passes active.

What is the easiest way to end combat?



side question: why is your TS a different color scheme then mine?
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Post by heruca » Thu May 17, 2012 5:21 pm

Case wrote:If you are in mid-pass and you kill all your enemies, how do you clear out the turn sequencer to end all passes? If I set the turn to 0 it still keeps everyones initiative and passes active.

What is the easiest way to end combat?
Just set the Turn to 0 and say "Combat's over." :)

It would be a hassle to toggle every character's Passes manually every time you enter combat or end combat. If you want, just select all the PCs and choose the "Include in Turn Sequence" command. But then you won't be able to see or edit each character's TS info.

Perhaps a better solution is to make a second TS Setting file which does NOT track Passes (e.g., "Shadowrun No Combat", and load it when you're not in combat turns anymore.
Case wrote:why is your TS a different color scheme then mine?
Because I used the "Disposition to Party" feature and made all the characters "Friendly". See pg. 78 of the BRPG User Manual.

Since you didn't use that feature, your characters are listed in grey because they are Neutral by default.
Last edited by heruca on Thu May 17, 2012 5:24 pm, edited 1 time in total.

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Post by Case » Thu May 17, 2012 5:23 pm

When I put the TS on 0, I try and hit enter, and it does nothing, just keeps everything the same. Do I need to click on a certain button?

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Post by heruca » Thu May 17, 2012 5:27 pm

Quote from pg. 110 of the BRPG User Manual:

[quote]The GM can click on the œTurn:
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Post by Case » Thu May 17, 2012 5:31 pm

Ok great...

I was slightly confused because the in-focus highlighted token stayed the same, as well as the attack label was selectable.

Thanks for the clarification.

You've been a great help!

Case

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