FlowsLikeBits/SpeedFix

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Second Edition is nice, but there are still a few lingering problems.

Ticks and speed are pretty nifty, but the problem is it becomes severly unbalanced when one person is much faster than another. The problem isn't that they get more attacks or faster DV refreshes. Charms can give you much larger bonuses in those areas than speed will. The problem is the way it speed interacts with charms, and one charm per action

Observe: A vs B

We will say A has speed 5, B has speed 2.

  1. A and B go. B notes how A reacts and can act based on this
  2. B goes again here. Since B knows A can't do anything. B can use COMBO OF DOOM!! *see below*
  3. B has a DV refersh before A can react! Notably, B can select a charm to use to defend from A!
  4. A would go again here if they survive

Note that B can act in such a ways as to elicit a reaction from and then exploit that opening. Without a chance for A to react.

Counter arguments: 1)Counterattacks? : They don't help. B can just defend from them using B's combo. 2)Your gimping your turn length charms: You can always act slower if want. Say use aim or something.

Why does this happen: Because B's speed is less than half of A's. Note that base speeds given in the book are 4-7, so this can't happen. The problem is artifacts and charms can change it.

The Speedfix

There is a hard speed limit at 3. Anything that would reduce speed below 3 increases rate by 1 instead. This makes these reductions somewhat useful. Rate is usefull, but high rate is inherently self limiting, so I think it works.

Comments

Begin devious: So - what effects can I use to up my opponent's speed rating? If I've got a 3, how can I force him into a 6-7 range? -- GreenLantern

Well, that would require charms, so it's a little more balanced. I.e. your unlikely to have a scene lenght charm that increases your opponents speed, as charms don't generally work that way. I'd probaby cap any speed increase at 7, but you'd have to do it in the charm text. Which is enough to do it, but it's not easy. Anyway, the only charms I can think of that do it are in the STC, and the STC are, well, pretty poor(read: inconsistant and massivly broken in places).

As this shows, what you really need to do is break 1 charm per turn. If everyone's a dragon blooded, it's much less of a problem. Very low speeds are still quite powerful, but it's much less of an IWIN button, as you can't dictate the flow of battle to such a huge degree. -FlowsLikeBits